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Waterdeep
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The Yawning Portal
A fight breaks out in The Yawning Portal between a Half-Orc called Yagra Strongfist and a shifty looking human with an eyeball tattoo on his head Krentz and his goons. The fighting quickly stops after a Troll covered in Stirges climbs out of the hole in the middle of the tavern. Together with the tavernkeep Durnan a group of random people stands up to the monsters and manages to drive them back into the hole they came from. Not after getting smacked around a bit and getting bitten by the sturges though. This group of people was made up of 4 individuals, coming from very different places, who had never seen eachother before. A Dragonborn Sorcerer called Punko, a Shifter Barbarian by the name of Cracuta, a Changeling Rogue called Skálmöld who is currently disguised as a Human bountyhunter named Gerbalt, and a Gnome Artificer named Quertex.
A wealthy looking bystander comes up to this group, impressed by their bravery and ask them to sit down. He introduces himself as Volothamp Geddarm, famous writer and explorer. He explains to the party that he hasn't seen his drinking buddy Floon Blagmaar for a while and that he's getting worried that something bad may have happened to him. He offers the party a large reward would they be able to track down Floon. After some more drinks and hearing more of the story the party accepts Volo's quest and heads of to the tavern where they last met up, The Skewered Dragon.
Bloody Streets of Waterdeep
On their way towards The Skewered Dragon they come across a bloody sight in the street. Some sort of battle seems to have happened here with multiple casualties. The guards seem to be taking care of the situation by having captured what look like three bandits. The party notices that both the the living and dead bandits have tattoos. Some of them a winged snake, others eyeballs. They pick up some information that this was a fight between two gangs and that this isn't the first time something like this has happened recently. The get told by the guards to move and and so they do.
Old Xoblob Shop
A bit further on they find a very peculiar looking shop. In between the dull grey building they find a shop with a deep purple facade. Out of its window hangs a stuffed beholder. Above the door hangs a sign whose elaborate letters spell out "Old Xoblob Shop".
Not being able to hold their curiosity they enter the shop as a cloud of lavender-scented purple smoke trails out of the shop's door as the open it. Every wall inside of this shop is painted purple, and every dusty knicknack on the shelves is dyed a deep violet. The hairless old gnome sitting cross-legged on the counter wears plum colored robes. His head is decorated with nine purple face-painted eyes. He welcomes to party to the shop and introduces himself as Xoblob. After some very interesting interactions, he convinces the party to browse his wares and even buy some items. Cracuta purchases a Mask of the Undead, Punko buys a Purple Diary, and Quertex purchases a Purple Flask. They then head on towards their goal of finding Floon.
The Skewered Dragon
They reach their destination of The Skewered Dragon. The tavern looks like a ruin. Both of its front-facing windows are smashed, and a ship's anchor is lodged in the roof. Through the windows, they can see a group of haggard patrons drinking from huge tankards. At first none of them wanted to interact with the party but after some persuasion from Skálmöld they get told that the remember seeing Volo and Floon drinking here together a couple of nights ago. After Volo left, Floon stuck around long enough to meet with another friend: Renaer Neverember, the son of Waterdeep's previous Open Lord. When Floon and Renaer left they were followed by 5 other men and they haven't seen them since. They do tell the party that these men are known to frequent a warehouse on Candle Lane, and are told to look for a symbol of a flying snake on the door.
The Hideout
The party quickly finds the mentioned warehouse and manage to find themselves inside through the back entrance. Once inside they get ambushed by a group of Kenku who barrage them with arrows. After making quick work of most of the enemies the remaining ones lay down their weapon and surrender without delay.
After some interrogation one of the remaining Kenku starts repeating "Xanathar sends its regards" in a deep orcish accent. They also tell them "Tie up the pretty boy in the back room!" and "Follow the yellow signs in the sewers." Kenku communicate by mimicking things they have heard in the past and the party quickly works out where to go next. Before they do though they check the back room the Kenkus mentioned where they find Renaer Neverember who was hiding after having slipped free from his rope bonds. In another room they also find a Paper Bird.
Renaer tells the party that this group of bandits was ordered to capture him but took Floon by mistake. Renaer then also tells the party about how he believes the reason why the Black Network is after him is that they think his father embezzled a large amount of gold, and that he hid the gold somewhere in the city. They believe they can find the gold by using an artifact called The Stone of Golorr, and thought that Renaer would know more about all this. Which he says he doesn't.
After some time inside the warehouse the party hears a group of guards approaching. Quertex and Cracuta attempt to flee the scene but are too late in doing so. The guards quickly order everyone present to lay down their weapons, and after having explained the situation the guards start arresting the remaining two Kenkus. One of the guards then introduces himself to the party as Hyustus Staget, captain of the city watch. Understanding the situation Captain Staget tells the party that the guards currently don't have the resources to help them find Floon right now. But he does tell them they can take their hired guard with them. They both agree with this and the Tiefling Paladin called Nithgrea joins the party.
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Tracking Floon
The Party has learned that Floon Blagmaar has been kidnapped by the Xanathar's Guild who mistook him for Renaer Neverember, and that he was taken to a hideout in the sewers. Together with their new companion Nithgrea the look for the closest way into the sewers and quickly find a circular metal cover inset in the pavement in a nearby back alley. They lift the cover, revealing a ladder down into the sewers.
Sewers of Waterdeep
A putrid stream flows along this sewer tunnel, which leads in two directions. In one direction, the party can see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. They figure this is the yellow symbol the Kenku mentioned before and start following them.
While walking through the sewers Cracuta notices a creature waddling out of the sewer water, onto the opposing sidewalk. The party identify the creature as a turtle but quickly notice something is very wrong. Whirling tentacles can be seen sticking out of the shell where the turtle's head should be. As the party tries to strike the creature, its shell splits open as a strange, brain like creature climbs out of it and escapes into the dark sewers. The party decided it best not to follow it.
After an hour of following signs through the tunnels, the party come to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a spherical, grapefruit-sized creature with a bulging central eye and four stumpy eyestalks, a Gazer. It bares its teeth at them and starts firing beams at the party from his eyestalks. The party make quick work of the being and make their way up the ladder.
Xanathar Guild Hideout
The main sewer tunnel expands into a circular hub with a pair of arrow slits carved into its outer walls, directly across from each other. Two passages continue on to the north and south. A stone door is set into the back wall of a stone ledge to the west. The Party heads inside and find a room with two sleeping goblins in them. They decide to take them out without waking them and succeed in doing so. After killing the two sleeping goblins they have the ingenious idea of bringing along one of the goblin corpses to be able to scare any future enemies with it.
Dragging a goblin corpse in a bag behind them, the party are making their way further through the hideout as they start hearing two voices seemingly in distress together with the noise of wood clashing into stone. The follow the noise and come across a room where a Duergar man and Krentz , the human who they saw picking a fight with a Half-Orc woman at The Yawning Portal just hours ago. They are both using pieces of furniture to barricade the door to the next room. Krentz is trying to explain to the Duergar this probably won't work and that they should plug the gap at the bottom of the door with blankets. Combat breaks out as they notice the party entering the room. The duergar starts to grow up till 4 times his original size, as he towers above the party he starts bashing into them while Krentz tries to stab the party in the back. The both of them ultimately fail though as the party beats them to the ground, killing them.
After they are done taking care of the two enemies, the party decides not to test their luck by clearing the way they tried so hard to block and head further into the hideout using the other door in the room. After going up and down some sets of stairs they encounter a harrowing sight. Threadbare curtains hang on the east wall of a long hall, in the middle of which a muscular Half-Orc in dingy robes stands with his foot on the chest of a male human with wavy red-blond hair. Fire burns around the orc's clenched fist, and his victim cries and squirms helplessly beneath him. Seated on a raised platform to the south is a nightmarish figure wearing black robes. It has large white eyes and rubbery purple skin, with four tentacles encircling its inhuman mouth. It cradles and gently caresses what looks like a disembodied brain with feet. The tentacled creature is Nihiloor and as he notices they have unwanted observers he instructs his Half-Orc subject Grum'shar to take care of them. He lowers the Intellect Devourer to the ground, picks up a stone orb carved to resemble an eyeball, and glides across the room, leaving through the double door in the west wall.
The party shoot into action, trying to save Floon who seems to be in a near death state on the floor. Spells start flinging through the room as Grum'shar attempts to strike Nithgrea with his fiery fist. In the mean time Nihiloor's brain puppy has also joined the battle and has succeeded in knocking Cracuta to the floor. Before the intellect devourer could makes its way through Cracuta's skull the party manages to stop it and kill it. Shortly thereafter Grum'shar, outnumbered five to one, stands no chance against the might of the party and also falls to the floor. Dropping his magic tome for Punko to pick it up.
Once the fighting is over Nithgrea starts to heal Floon, as they start to explain what happened and how Volo had asked them to find him. Floon manages to get himself up from the floor and starts thanking the party for saving his life. He thinks that if they were even 5 minutes later, he would not be alive right now.
Before heading back to The Yawning Portal, the party decides to further investigate the hideout, in search for the Mind Flayer who left earlier and any other possible enemies that could still be here. They enter the big double door in the west wall and In the middle of this otherwise empty room is a stone pillar carved with a small symbol: a perfect circle with ten equidistant spokes radiating outward from its circumference. In the middle of this circle is a smaller circular indentation that bears a passing resemblance to a lidless eye. The party has no idea what this could be but after going through the rest of the hideout and finding no trace of Nihiloor nor an exit, Punko theorizes this stone pillar might be some sort of teleportation device.
Thinking they have cleared all threats in this Xanathar's Guild hideout, they spot a secret passage in the large room where they just fought Grum'shar. The follow the passage to find what looks like a cellar filled barrals, brewing supplies and lots of worthless clutter. They follow a ladder upstairs and find themselves inside a quaint halfling residence. The owner of the house start screaming out in fear when they see this diverse, and quite scary looking group emerge from their cellar. The party manages to calm them down somewhat after explaining what had happened and that they should probably try to block up their cellar in the near future.
Content with their work, the party arrives back at the yawning portal where both Volo and Renaer are very happy to see they have brought back Floon in one piece. Volo gives them a rather sheepish look as he explains their reward:
" I confess that I have but few coins to spare. But never let it be said that Volo reneges on a promise. Allow me to present something much more valuable ." He holds out a scroll tube. ''The deed to a remarkable property here in Waterdeep! We'll need a magistrate to witness the transfer of ownership. I'll arrange a meeting with one after you've inspected the estate and deemed it satisfactory. I'll also arrange some of the carpenters guilds to come along and refurbish the place."
Angry because of the lack of gold they were initially promised, the party accepts the deed to Trollskull Manor as they find themselves a new home.
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After dividing the bedrooms in their newly acquired home, the party has a first night of well deserved rest.
When they wake up they are once again greeted by Volothamp Geddarm. He explains to them that he has made de necessary arrangements with all the local guilds to make sure that the tavern will be patched up and made ready for business with all the required paperwork done and ready.
He thanks them once more and lets them know that he'll be leaving to visit Unknown later today. He'll try to come and visit them again in a few weeks time.Joining Factions
While the party continues to have their breakfast and sharing some stories to get to know each other better they are greeted by many a strange people, creature, and things.
Cracuta is greeted by a white elk that comes knocking on the door. When he opens up the door, he can hear the following coming out of it's mouth in a melodious male voice:
“Interested in joining the Emerald Enclave? Come meet us at Phaulkonmere in the Southern Ward.”
Later that day they would go visit the Emerald Enclave. When the characters arrive at Unknown for the first time, Unknown introduces them to the lady of the estate: a noblewoman-turned-demigod and Chosen of Mielikki named Unknown. Jeryth, the only member of her family who currently resides at Phaulkonmere, manifests as a disembodied female voice that can be heard by anyone in the villa gardens. She offers membership in the enclave after they finish a mission for them.
“Outlying farms are being terrorized by a scarecrow come to life. It has slaughtered livestock, chased horses, and spooked farmers. No people have been killed as yet, so the City Guard is dragging its heels. Something must be done!”
Punko, while opening up a window, is greeted by an old grey flying cat, a Tressym called Slobberchops. The cat relays the following message:
“I am Vajra SafahrSafahr, the Blackstaff. Come to Blackstaff Tower in the Castle Ward at once. Bring your friends.”
Later that day to go and visit Blackstaff Tower. They are met by some members of Force Grey and are brought to the Blackstaff's chambers by Albion Dusklight.
Vajra offers the characters membership in the Gray Hands, a private security force under her command. She doles out missions designed to tax the characters’ resources and test their loyalty to Waterdeep. People who complete these missions won’t gain enough renown to join Force Grey yet, but they will gain something valuable: the Blackstaff’s patronage. She offers them the following mission:“Seek out Hlam, a monk who lives in a cave on the side of Mount Waterdeep. Ask him what he’s heard about threats to the city, but try not to annoy him or overstay your welcome.”
Quertex manages to catch a flying Paper Bird that managed to get its way inside. Written on the paper bird was the following:
“Renaer Neverember tells us you are a good bet. He bought you tickets to the opera tonight at the Lightsinger Theater in the Sea Ward. If you are interested, meet Mirt at intermission. Private Box C. Formal attire is required for admittance.”
Later that day they go shopping for some fancy clothing. Quertex end up buying a fancy purple suit from the Old Xoblob Shop.
Lightsinger Theater is a high-end establishment located in the Castle Ward. When the party meets Mirt in his private box during the opera’s intermission, he describes the Harpers and offers membership to them. The party accept and receive a silver pin of a harp within a crescent moon, along with their first mission. Mirt also tells them that if they ever need to speak with him directly, they are welcome to visit his manor in the Sea Ward.
Their mission is the following:“One of the drays working in the city is pulled by a talking mare named Maxeene. Locate her, find out if she’s learned the identity of any Zhent operatives, and if so, determine their whereabouts.”
Nithgrea hears someone knocking on the door. When she opens up a human knight named Unknown is standing before her. She tells her:
I've heard you've just been kicked out from Lathander's paladin order? We could always use some more power at the Order of the Gauntlet. You're all invited to come discuss work at our temple.
Later that day they go and visit the local temple of Tyr to meet Savra. They are giving the following mission, depending on if and how they complete it, they will be granted membership to the Order of the Gauntlet:
“We hear that the Zhents are paying gangs in the Field Ward to attack suspected Xanathar Guild members. Fights are breaking out in the ward daily. Stop a fight before it happens. We need to send a message to these thugs that further altercations won’t be tolerated.”
Skálmöld sneakily detached some parchment tied to a flying snake that found its way into her pocket. The message reads:
“Want to be part of something big? Speak to Davil Starsong at The Yawning Portal.”
Later that day, the party visits the Yawning Portal and are greeted by a familiar face. Yagra Strongfist, the half-orc that was being assaulted in this very bar just yesterday.
Yagra takes them upstairs to meet Davil, who after some quick-witted tests offers the party membership to their faction of The Black Network who are trying to cut back on most of the illegal actions and fighting taking place in the main faction. He also knows of Skálmöld's alter ego and her actions as one of the fake leaders of the Black network. They are given the following mission:“Someone is killing elf and half-elf sailors in the Dock Ward — three dead so far, each one decapitated by a blade in the dead of night. Look into it, will you? Methinks the City Watch could use a little help.”
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The party head outside the walls of Waterdeep to visit the Stoutfellow farm and help them with their troubles on behalf of the Emerald Enclave.
When they arrive at a crossroads with a simple wooden signpost. They decide to go towards Amendsfarm, the incorrect way, having all forgotten where they were supposed to be going in the first place.
When they arrive at Amendsfarm, a farm that is being used as a jail, Cracuta spots a person who looks a lot like him, another Shifter. He manages to make contact through the jail fence and has a quick and strange interaction with the Shifter. They end up doing some Hyena pack howling when they are forced away from each other by the guards.
The party then decides to visit the Stoutfellow farm where they are greeted by its owners and told that some strange creatures have been wreaking having on their orchard during the night as of late. They are also told of another, more successful orchard not too far from here. He's been told they are having the same issues.
When investigating the orchard they detect some strange magic coming from a few scarecrows. They find a dismembered finger inside of the scarecrows and believe this might be causing them to turn alive at night and destroy their surroundings.
Later they also visit the Snobeedle Orchard to investigate further. Here they are met by owners who for some reason seem envious of the Stoutfellow farm and seem to not want to give them any time of day. They also find that the Snobeedle Orchard seems to be running quite well and doesn't seem to have any noticeable damage done to it's crops.
Inside of the drinking hall Quertex sees the owner go upstairs to their office and has the genius idea of using his Deck of Illusions to create a distraction for them to go interrogate the owner.Quertex pulls a card and an Illusory Troll appears in the drinking hall, scaring all customers and guards alike.
The party quickly goes up to the owners office and threatens her to tell the truth. She tells them she was jealous of the success of the newly formed Stoutfellow farm and that she created these "items" in order to disrupt their business.The party end up taking her to the guards at Amendsfarm and explain to them and the Soutfellow farm what happened.
When they arrive back at the Emerald Enclave they are congratulated on a job well done and are welcomed into the guild.Word count: 0 -
The party spend their day investigating the mission they got from The Black Network to investigate the murders on elves and half-elves taking place there recently.
At night the end up at a small fisherman's tavern where they meet a man they call Jerry The Fisherman, but they never once asked his real name.
Well past midnight, they leave the tavern together where Jerry where they are assaulted by a masked Drow who orders them to leave Jerry behind and act like nothing ever happened.A fight starts and the party manages to scare the masked Drow away somewhat. But he returns and manages to shoot Jerry, who was lying on the ground next to the tavern blackout drunk, straight between his eyes killing him instantly. In a rage, the party do end taking down the murderer and they hand him off to the guards.
Sad about their inability to save their new drunken friend, they are greeted by fellow fisherman and invited to come to his burial at sea the next day.
They pass the Yawning Portal and luckily walk into Davil Starsong who was just on his way out and explain to him what happened.
Davil congratulates them on a job well done capturing the killer and welcome them into his faction of The Black Network.Word count: 0 -
The party head over towards the dock ward first thing in the morning to join the burial at sea of Jerry The Fisherman.
When they arrive they are greeted by lots of candles and floating lights and every fisherman and sailor singing a for the death of one of their own.
After Jerry has been set off, the party is greeted by a man who claims to be Jerry's captain. He gives the party a message in a bottle. Apparently this was one of Jerry's treasured possessions. Inside the bottle is a treasure map that he'd been trying to solve for the past few weeks but was unable to.
On the map they find three clues on a map of Waterdeep.
The first clue leads them back home towards Trollskull Alley where the maps leads them to a squat, three-story house. They knock on the door and are greeted by a young boy named Pavel. They convince him to let them inside, apparently he's been told to not let anyone in by a group of older men who hang around this place.
Once inside they find some smugglers downstairs playing cards who immediately run off in a panic when they see the party entering.
While inspecting the basement they find the glyph depicted on the treasure map and find a hidden wall cache containing a Wand of Secrets. Wrapped around the paper is a scrap of paper upon which is written: "Whisper something that you've never told anyone".
They also found a string of letters written in grease-paint on the pivoted wall of the secret cache:"CNSRRBONIRUWMUTASSHROHED"
The second clue leads them to a restaurant on the first floor of the interior of The Hawk Man.
Once inside they take a seat to grab a meal. During their time here the notice some trouble in the kitchen and decide to investigate. While hearing about the issues the owners are currently having, some party members start investigating the kitchen and find another glyph depicted on the treasure map.
In a hidden cache in the kitchen floor they find two Silver Daggers. A note wrapped around one of them reads: "For the shopkeep". They also find another piece of paper that says:"FOUR AT A TIME. READ TOP TO BOTTOM."
Their third clue leads them to Three Daggers Alley, this infamously cursed alley in the dock ward is known for sometimes having magical daggers assault people passing through. The party had no clue about this and were assaulted the moment they entered the alley. The find another glyph on top of a sewer grate and head down there as fast as they can. Down in the sewers they find what looks to be a gang hideout. They are lucky enough to have arrived when nobody was there. Inside the hideout they find a chest with the glyph drawn at the bottom. The open a secret compartment and find the following message:
"ARRANGE IN SIX ROWS"
The party makes their way out of the sewers and attempt to solve the clues they've found to far as they have run out of other place to go.
After some time they figure out how to solve the clues.C N S R R B O N I R U W M U T A S S H R O H E D "Crimson Brush Southern Ward", the solution leads them towards this shop in the Southern Ward (Waterdeep).
Once there, the find themselves in a small art store. The look around the store for a bit and discover a glyph on the portrait behind the shop counter.
The inquire the shopkeeper about this portrait which somehow angers him as he starts to transform into a werewolf and attack the party.
The party kill the werewolf, steal the painting, and make there way outside as fast as they can.The investigate the painting and notice is depicts a specific statue or tomb in the City of the Dead. They head out in search of this tomb and find it without too much trouble.
Here they are met by the groundskeeper Adhamh who kindly asks them to leave this place alone, as recently many people have been going missing here.
The party manages to persuade Adhamh into telling them a secret entrance into the tomb in return for investigating why some of the sheep here have gone turning up dead.The party make their way through the secret entrance into the Gost family tomb. The find themselves in a small dimly lit hallway where they skilfully spot a trap running down the middle of the hallway. They avoid falling down the trap hole and continue into a large Heroes' Tomb where there are attacked by Skeletal Warhorses.
The party ends up taking some damage, but manage to destroy their foes without too much of an issue.Word count: 0 -
Having taken a short rest after their battle with the skeletal warhorses. The party continues on in their search for treasure in the Gost family crypt.
They find themselves in a long eerie hallway that ends at another set of metal doors. These doors are made of iron-plated wood. Each features a relief carving of a wolf rampant. Two stone statues depicting nobly dressed humans, a woman in stately robes and a man in armor holding a sword an shield, stand in niches a few meters before the door. After investigating these statues the party finds that it seems to be possible to insert a cylindrical object into the hand of the female statue.
Before they manage to investigate further, a glowing blue female ghost phases through the door at the end of the hallway. She seems to be asking for help. The party turn their attention to the ghost and try to calm her down. She introduces herself as an adventurer called Perdita. She entered this crypt a few days ago together with her sister while following a treasure map, just like the party. She remembers seeing some rats, and everything went dark for her after that. She later woke up as a ghost and started roaming these halls in search for her sister. The party agrees to help her and ask where she died, as that might be a clue. But Perdita says she can't remember. She does tell the party that she is able to open a secret door behind the statue of the nobly dressed man behind them. She insists that she's not going through the door herself though because she fears the things that are behind it, rats.
The party decide to check out the room behind the iron plated door first. The find themselves in another winding hallway and they quickly spot something odd about the floor. There seem to be grooves in the floor, making it look like there is some sort of other platform laid inside the floor tiles surrounding it. The party decide this might be a trap and start making their way across the tiny sidewalks. Quertex manages to make it to the other side without issue due to his size, and so does Punko as he is large enough to be able to hold himself in place by touching the ceiling. Skálmöld and Cracuta make their way across, back to back, providing support to eachother by pushing against the walls, counting in a beat as to go in sync.
At the other side they find themselves in another coffin-shaped chamber, this one wider to accommodate the two stone sarcophagi laid out on a raised dais to the south. A large column at the end of the room displays a portrait of a smirking noble lord. Two ornate sword hang below the portrait. In between the two coffins there also stands a statue resembling a suit of armor. Cracuta quickly decides to take a look at the coffins and starts pushing the lid to check if he would be able to open it. He starts pushing harder and harder as a loud booming voice fills the room.
"There shall be a reckoning for those who deign steal from this noble household!"
They see the noble in the portrait start to laugh as it detaches itself from the column, seemingly alive it starts to float in mid air together with the two blades that were hanging below it. The party hear the crackling of stone as they also see the statue come to life, unsheathing its blade and pointing it at the party. Combat breaks out and Cracuta starts feeling something sharp poking his forehead. The rest of the party can see a crown of thorns form around Cracuta's head, as his pupils turn white he turns his blade towards his friends. They quickly deem the portrait as the culprit behind this spell and start throwing all their attacks at the smirking lord. Skálmöld manages to get the final blow on the guardian portrait, cutting it apart. Cracuta, being freed from the crown, attempts to bite and swipe at the statue multiple times. But to no avail. In the middle of combat Quertex fumbles as he tries to shoot at his enemies, missing his shot and dropping his bolts all over the floor, down the stairs. Punko comes to his aid and hands him a few bolts as they destroy the animated statue and one of the flying swords with their fire magic. The last flying swords gets shattered into pieces as Skálmöld and Cracuta swipe at it with their weapons.
Having dispatched the guardians of the tomb, the party starts looking around the room for treasure. The open up the two coffins but find them to be completely empty. Not even one single bone can be found within. What they do find is a ceremonial baton, hanging on the column where the portrait used to be. Before heading back to the statues in the hallway, Cracuta puts on his Mask of the Undead and notices a faint but large in scale aura coming from below the ground, in the hallway they just passed. Quertex tries to pick up a large piece of stone form the defeated statue but fails as he tumbles down the stairs. Punko sees this happening and comes to his aid once again, picking up the stone as the party heads back to the hallway. They drop the stone on the strange partition of floor and it crumbles down, falling into a pit below. The party can hear shambling and groans, and when they look down into the pit they can see a dozen of mindless zombies standing at the bottom. The party manages to make their way back over the pit, albeit a bit more fearful than the first time they crossed.
Arriving back at the statue of the noble woman, they insert the ceremonial baton into her hand. The statue starts to turn clockwise, revealing a hidden passage behind it. Following another small passage, the party enter a small room with multiple sarcophagi lined up inside of it. They attempt to open one of them as Quertex suddenly finds himself enveloped by some sort of mist. A sharp sting hits him in the shoulder as he starts feeling someting being sucked out of him. The party panics and run back into the main hall, taking out the baton from the statues hand as the passage closes itself again. Not knowing what just happened and also not keen to find out, they ask Perdita to open the secret passage behind the opposite statue. Perdita sticks her hands through the door, making sure her head doesn't also peek through, as she opens the door. Asking once again to look for her lost sister.
The party finds themselves in a dark hallway with broken down coffins inside of two alcoves in the north. The stench of death and decay greets them around the bend. Dozens of reats are feasting on corpses that litter the ground. Not sure if they should go further the party starts to argue. During the discussion a figure jumps out from behind the corner and slashes Skálmöld in the back with a blade. The figure resembles a female humanoid, but with the face of a rat, gray fur, and claws. The figure yells at the party to stay away and leave her alone. Thinking this might be Perdita's lost sister they try to convince her that they are here to help. But as they are doing this Cracuta suddenly feels a sharp sting in his arm as he is now fully covered in mist. Panic ensues once again as they try to hurry past the mist. Punko, thinking this might be a being called a vampiric mist, tries to put it to sleep with a spell and succeeds. The mist slowly floats down to the floor as it starts to disperse a little. Most of the party make it to the other end of the hallway by jumping over the sleeping mist, but Cracuta drops to the ground as he attempts to take a run up, falling face first into the mist, waking it back up. The wererat, confused by what is happening, decides to join the group of strangers for now as she uses Cracuta as a stepping stone to also jump over the mist. Cracuta gets bitten once again and feels some of his life force drain from his body. Regular weapons didn't seem to have any effect, but the party did manage to seemingly destroy the mist with magic. Before heading back they go to take a look at the room where the rats once were. Together with many torn up, half eaten bodies they find a body resembling Perdita next to the corpse of something that looks alot like the rat woman they just met.
The wererat woman has found herself in the corridor where Perdita was waiting by name. The party notices her trying to cover her face and turning away from the ghost. Perdita approaches the rat woman asking her if she is Suri, her sister. The wererat yells at Perdita to not come any closer, that she has no idea what she's talking about. But Perdita does not listen. She phases straight through the wererat's body and turns around, looking straight at the rat-like appearance of her sister. Knowing that Perdita has a mortal fear of rats, Suri once again runs away from her. But Perdita just stays there, sitting on the floor with a bright smile on her face.
"I'm glad you're safe."
She says, as the ghostly form of Perdita slowly starts to vanish. Suri just breaks out in tears after witnessing this, shedding tears for the sister who still loved her even looking as she does currently. As the tears roll down her cheecks, the party see her transforming back into a young human lady.
After giving Suri some time, the party ask her about what just happened and tell her to take a look at herself. Looking at her hands she can once again see her normal fingers instead of sharpened claws. Still with tears in her eyes, she starts thanking the party for all they've done for her and her sister. She starts explaining how the two of them come to be in the possession of a treasure map. After following the clues they found themselves inside of this crypt, they managed to sneak past some scary skeletons and found this secret passage. But once inside they were met by a Wererat who ambushed them. Perdita, who she knew had been deeply scared of vermin since they were kids, dropped to the ground unconsciousat the first sight of this wererat, hitting her head against one of the broken coffins, killing her instantly. Suri managed to defeat the wererat, but not after being bit by it and turning into one as well a few hours later. Suri had noticed the ghostly appearance of her sister floating around the crypt looking for her, but was she was too afraid to let Perdita see her looking like the things she fears most, and decided to just hide from her.
Suri asks the party what she should do now. They tell her she could stay at their new mansion and tell her she could go there right now as they explore the rest of the crypt. Suri graciously accepts this offer but also decides to stay with the party for now, telling them she can hold her own in a fight.
Moving back to the room where they first encountered the mist, the party find a hidden button in the wall that when pressed opens up a new passage. Hearing the sounds of two men talking to eachother and the clanging of plates the sneak up to the entrance at the end of the corridor to take a peak at what is happening.
They see a large room with what looks like two men having dinner and two sleeping wolves in it. The far wall of this room bears metal double doors. The party heads back to plan their approach and seeing how they are in the majority the decide it best to try and intimidate the two men into giving up their treasure. This fails horribly as the two men start to demand and explanation. Not wanting to give in to their demands, Skálmöld shoots one of them in the shoulder, after which the two men start to slowly shift into werewolves.
Before a real fight manages to break out, what looks like blood starts flowing out from underneath the double doors. They swing open as the two werewolves make way for the figure emerging out from the bloody doors. A large dark skinned man with glowing red eyes, dressed in noble apparel stands in front of them. He grabs one of the werewolves by the throat and raises him off the ground without any effort and ask him: "Did I not tell you what to do should this situation arise again?". He throws the werewolf to the ground, disappears, and then reappears behind Punko in the blink of an eye. He grabs Punko by the throat and pushes him up against the wall. He takes out the treasure map that was sticking out from his bag, unfurls it, and takes a good look at it. After a loud sigh he mentions that this is the tenth group this month that have dared entered his domain. The man burns the treasure map with a snap of his fingers, releases Punko, and teleports next to Cracuta, towering over him. The man takes a good look at the shifter and even gives him a sniff, calling Cracuta "an interesting one". The imposing man walks back into the small pool of blood that is now starting to form on the floor and gives the party an offer. Either they help him find the people responsible for making these fake treasure maps, or they die. The party decides this is definitely the kind of person they should bargain with and ask what else would be in it for them would they decide to help. The man laughs and applauds their lack of concern about their own lives and introduces himself as Artor Morlin, one of the Masked Lords of Waterdeep. And explains to the party how much value having him on their side brings. The party agree to help Artor, and he gives them the parting gift of telling them that all these treasure maps have had the stench of salt water all over them.
Glad to have made it out of this situation alive, the party head back to the surface. Once there they once again meet the groundskeeper Adhamh who is quite amazed that they actually managed to find their way out again in one piece. He asks them if they would be able to help him with his sheep problem now. But the party tells him they will come back at a later day to take a look. Convinced this is a lie, Adhamh walks away dejected.
On their way back home, the party notices a dead sheep lying in some bushes. The go to investigate and Cracuta notices that what killed this sheep are humanoid bite marks. Not canine, what the groundskeeper believed to be the culprit. Nearby they do find canine foottracks though and as they follow them them find themselves an overgrowth close to the outside walls. Below a tree, surrounded by pushed they find a large dog with a half torn collar and a rabbit in its mouth, looking over two pups. The party then decide to head back to the groundskeeper to ask him about this dog but before they get too far they start hearing the desperate crying and barking of the dog they just found. Running over to them the find two Ghouls attacking them. The party makes quick work of the undead threat and decide to take the dogs home after treating their wounds.
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The Festival of Wonders
The Day of Wonder dawned bright and brilliant over Waterdeep, its streets alive with color, noise, and magic. From the harbor to the Castle Ward, banners fluttered in the breeze, and every temple, guild, and tinkerer filled the day with marvels. The House of Inspired Hands led much of the parade with their clockwork creations—mechanical doves, self-playing instruments, and their newest wonder, a clockwork dragon that loomed over the streets, steam rising from its joints as it let out perfectly timed roars.
Morning Misadventures
Quertex, ever the meddler, rose early with a plan in mind—to sabotage Azerty’s invention before the parade began. His attempts, however, were for nothing. The temple’s wards and the vigilance of its artificers kept him far from success, leaving him only the frustration of seeing the dragon roll proudly through the city later that day.
Meanwhile, Nithgrea paid her respects at the Temple of Lathander, where the priests held a sunrise ceremony honoring invention as a divine spark of creation. Even though she was unwanted in her temple. She found quiet strength in the light of her god before rejoining her companions amid the festival noise.
The others wandered the streets, partaking in the many smaller attractions and contests that filled the city:
- Goblin Wrestling: Quertex entered, naturally. His opponent, a goblin, proved far stronger (and far more slippery) than expected. Quertex lost in spectacular fashion but gained new friends in defeat—the goblins later sharing their ale with him, cackling about his “excellent flailing form.”
- Cyclops Staring Contest: A single massive eye blinked not once for five straight minutes as contestants dropped out one by one.
- Gnome Poetry Contest: A flamboyant gnome host rang a small silver chime and shouted, “Sound the chime, it’s time to rhyme! You bring the poem—we bring the gno-em!” The rhymes were terrible. The crowd loved it.
- Test Your Magic: A booth where a hovering crystal revealed the “inner color of your weave.” Each party member placed a hand upon the crystal and watched as it flared in unique hues, shimmering with personality and power.
- Guess the Feathers: “Birds of a feather? How about feathers of a bird!” cried the halfling merchant hosting the game. The table was stacked high with jars filled with feathers. No one guessed correctly, but Punko walked away with a consolation ribbon reading, “So Close!”
Xoblob's Prophecy
They visit a purple fortune telling tent, which upon entering they noticed was hosted by none other than Xoblob himself.
He gave them the following prophecy:You will lose your star,
the darkness will shatter,
don't believe the person who wants to put it back together,
trust your stars.Visions in the Parade
As the sun reached its peak, the Parade of Wonders began. The Sea Maiden’s Faire led the charge with carriages pulled by golden-scaled horses and performers tossing streams of fireworks into the sky. The House of Inspired Hands followed with their clockwork dragon, its brass wings spreading wide above the crowd.
Quertex scowled, recognizing the device he had failed to sabotage, while Cracuta froze mid-step—among the passing performers, he caught sight of two hyenas marching on hind legs, their fur painted with carnival colors. He stared after them long after the parade moved on, haunted by the suspicion they might have once been his kin.
The Circus of Zord
That evening, the crowd gathered once again at the Field of Triumph, where Zardoz Zord himself took the stage beneath a canopy of glittering illusion lights. His crimson coat shimmered like starlight as he swept into an extravagant bow.
“Ladies and Gentlemen! See the four-faced firbolg! See the tiefling with seven tails! See the halfling staring back and forth into the infinite void! See the elephant-faced lady—two for one! Indeed, I am your host, Zardoz Zord! My goal in this world is only to vacate the people’s mind. And twice now, towards the sky, the men on giant fireflies— the flying bugbear brothers, yes! Stardust, ladies and gents, free of charge! Candy with the taste of the heavens! Enjoy the show!”
The performance that followed defied belief—acrobats soared on enormous fireflies, jugglers tossed flames that became doves midair, and illusionists warped the arena floor into a living canvas of color and light. The crowd roared in delight, swept away by the sheer spectacle.
The Arena Battle
When the show ended, the next event began: the Team Battle Tournament. The party entered as a unit, facing off against a host of challengers—from seasoned adventurers to mercenary teams. Among them fought Tinnitus and his two dwarven companions, not yet bound to the Trollskull Crushers by fate. Blow by blow, spell by spell, the party fought their way to the top.
Victory came hard-earned. The crowd cheered, the announcer declared their triumph, and the gates opened once more for the final challenge—the Arena Champion himself.
The Champion’s Challenge
From the iron gate emerged a towering Goliath clad in scarred armor and ritual tattoos—the undefeated champion known to all of Waterdeep’s arenas. To Skalmöld, he was something more. Even through the haze of battle and the curse of his bindings, she recognized him—her father.
The battle was fierce and brutal. The champion moved with the efficiency of a weapon long used to war, and though the party fought valiantly, they could not overcome him. In the end, he disarmed them one by one, his final strike felling Skalmöld to her knees. Yet in that instant, something flickered behind his eyes—a flash of memory, or mercy.
He reached to his belt and drew forth a dagger that shimmered faintly with planar energy. With a silent nod, he pressed it into Skalmöld’s side. The weapon shimmered briefly before vanishing—a Blink Dagger, a parting gift from a father still lost within his chains.
The Crimson Gem Egg
Though they lost the final match, their victory in the team battle earned them the festival’s highest honor. Azerty presented the party with a strange and beautiful reward: a Crimson Gem Egg, its surface faintly pulsing with inner light.
The cheers of the crowd followed them as they left the arena—triumphant in spirit if not in score. None could know then that this glittering gem, handed over amidst applause and laughter, would one day tie their fates to something far darker and far grander than any festival game.
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The party received a formal invitation to dine with Zardoz Zord aboard his grand vessel, anchored farther out at sea. As their smaller boat cut across the waves, a bronze dragon briefly surfaced beside them—its scales gleaming in the sunlight before it dove back beneath the foam, leaving only ripples and wonder in its wake.
Aboard Zord’s opulent ship, the evening unfolded with wine, laughter, and veiled negotiations. Between courses of exotic seafood, the party discussed the fate of Cracuta’s parents, still part of the Sea Maiden’s Faire menagerie. In exchange for their freedom, the group promised to introduce Zardoz to the elusive vampire Artor Morlin, the ancient lord who dwelled beneath Waterdeep’s City of the Dead. The bargain was struck—cunning for freedom, shadow for spectacle.
Later, the party traveled to Amendfarm, the prison-farm outside Waterdeep, to meet the shifter they had encountered during their earlier journey to the Snobeedle Orchard. Cracuta spoke privately with him about their shared bloodline, hoping for kinship or answers. Yet it became clear this shifter came from different roots entirely—another tribe, another origin. Still, the meeting left Cracuta with a sense of quiet connection, a reminder that even distant branches share the same wild tree.
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The Climb to Wisdom
At the request of Lady Blackstaff, the party set out to visit Hlam, a reclusive monk and respected member of Force Grey—the elite order sworn to protect Waterdeep. His hermitage lay high upon the slopes of Mount Waterdeep, and it was said that those who sought his wisdom must first prove their worth.
The ascent began with a debate: follow the steep, winding path carved for pilgrims—or test themselves by scaling the sheer cliffs. They chose a mix of both, navigating ledges and rock faces slick with morning mist. Along the way, they discovered stones etched with ancient runes—familiar symbols of balance and power that pulsed faintly with arcane energy. The party made careful note of their patterns, sensing they would soon prove important.
The Monk of Many Trials
Hlam awaited them within a natural cavern turned shrine, his back straight and still despite the mountain wind. Barefoot and serene, his eyes glimmered with an unnerving blend of calm and challenge. “Lady Blackstaff worries too much,” he said. “If she sent you, then you must earn her trust as I once did. Prove yourselves—and touch me, if you can.”
He gestured toward the grand temple chamber carved into the mountain’s heart. The walls shimmered with embedded crystals, and the floor was inscribed with sigils identical to those the party had seen during their climb. At the far end loomed a towering statue of a goddess with a thousand arms, her stone fingers poised in gestures of divine balance.
At Hlam’s soft chant, the statue’s eyes flared to life. Its many arms began to move, each casting a different elemental spell—fire and ice, wind and stone—turning the chamber into a deadly dance of magic. “Reach me,” Hlam said simply, and closed his eyes in meditation.
The Trial
The challenge tested every ounce of the party’s skill. Fireballs rolled across the floor like living suns, while sheets of frost sealed pathways and sent them scrambling for footing. Stone arms blocked routes, forcing them to think rather than charge. Using wit, teamwork, and more than a little luck, they deciphered the pattern of runes across the floor—using their earlier observations to deactivate certain traps and channel the flow of magic.
At last, after what felt like hours, they reached Hlam’s dais. The monk smiled faintly as one of them placed a hand on his shoulder. “Good,” he murmured. “You act with thought, not impulse. Remember this lesson—the mountain gives nothing to those who do not listen to its heart.”
With the trial complete, the glow faded from the statue, and the air stilled once more. Hlam inclined his head in respect. “Tell the Lady Blackstaff,” he said, “that her faith in you was not misplaced.”
The Skyward Descent
After bidding Hlam farewell, the party continued to the summit, where the Gryphon Cavalry Guard maintained their lofty aerie. The riders welcomed them with admiration, impressed by the tales of Hlam’s challenge—few ever returned victorious. With the sun setting over the Sword Coast, the party mounted gryphons for the descent, the city of Waterdeep glittering like a thousand candles below.
As the wind rushed past and the world spread wide beneath them, the weight of the mountain seemed to fall away. For the first time in a long while, they felt not like wanderers—but like heroes of their own legend in the making.
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The Morning Blast
The day began in chaos. A fireball explosion rocked Trollskull Alley, sending a shockwave through the quiet morning air and shaking the windows of the Trollskull Tavern. The party rushed outside to find smoke curling over the cobblestones and bodies strewn across the street—eleven in total. Among them lay a gnome, his clothes scorched, a dagger clutched tight in his small hand.
The gnome was Dalakhar, a spy working for Lord Dagult Neverember. Unknown to the party at first, he had been seeking them out—hoping to entrust them with the Stone of Golorr, the key to a vast hidden cache of gold. He never made it. The Zhentarim had been closing in, and when a nimblewright assassin hurled a bead from a Necklace of Fireballs, the blast consumed everyone in its radius.
The scene was grisly. Servants, guards, and even street performers lay among the dead. Two of the fallen bore black, winged snake tattoos—marks of the Black Network. Dalakhar’s boots and cloak were caked with sewer grime, and a small pouch of gemstones hinted at recent dealings underground. Before the City Watch arrived, the party worked quickly, collecting clues and murmuring with stunned witnesses.
The Watch Arrives
Within minutes, the alley was locked down. Six guards were posted at each entrance, while others escorted Barnibus Blastwind of the Watchful Order and his companion, Sergeant Saeth Cromley, to the site. The two immediately took command of the investigation, questioning the tavern’s occupants. Though proximity made the party prime suspects, their cooperation and calm demeanor earned Barnibus’ trust.
After careful inspection, Barnibus concluded the following:
- The gnome was fleeing three pursuers—only two of whom died in the explosion.
- He was running toward the Trollskull Tavern, likely seeking refuge.
- Neither Dalakhar nor his pursuers saw the fireball coming.
When pressed, Barnibus confided, “The magic was not cast by mortal hands, but by a construct—a nimblewright. Trust the Watch. We’ll find who did this.” Yet, despite his words, the party knew they could not wait for bureaucracy to catch up with murder.
Through the Sewers
Following Dalakhar’s trail, the group descended into the sewers beneath Waterdeep. The tunnels were slick with runoff and echoing with distant chittering. They found evidence of passage—footprints, scraps of scorched cloth—and a faint magical residue consistent with constructs. The deeper they went, the clearer the picture became: someone had been using the sewers to move unseen.
Their search led them eventually to the House of Inspired Hands, the temple of Gond and the heart of Waterdeep’s innovation. Within its brass halls, they met a nimblewright named Nim—an intelligent automaton responsible for creating others of its kind. Wracked with guilt, Nim confessed that one of his creations had fled the temple weeks prior. That rogue nimblewright, he believed, had been manipulated into committing terrible acts.
The Search Begins
In sympathy—and to atone—Nim gifted the party a peculiar device: a Nimblewright Detector. The brass contraption whirred and clicked like a compass, spinning faster the closer it came to one of Nim’s kin. With this tool, they took to the streets in pursuit.
Their first reading led them to the docks, where the Sea Maiden’s Faire ships were moored. The detector’s spinning needle confirmed that a nimblewright was aboard. However, when they sought entry, Zardoz Zord’s crew denied them access, insisting that the vessels were private property. With nothing more to gain and no permission to board, they turned back.
The Trail to Gralhund Villa
The search continued across the city. The device’s clicking grew urgent near Gralhund Villa—the walled estate of Yalah and Orond Gralhund, a minor noble family with whispered ties to the Zhentarim. Smoke rose faintly from the estate’s chimneys, and guards stood alert at the gates. Somewhere inside, the missing nimblewright waited, carrying with it the truth behind the explosion and the Stone of Golorr.
The chase had begun. The threads of conspiracy—the Zhentarim, the Gralhunds, the Sea Maiden’s Faire, and the mysterious mind behind the Stone—were now tangled together. Whatever secrets Waterdeep kept buried, they were about to rise.
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The party breaks into Gralhund Villa to find the Nimblewright who caused a fireball outside their home, Session 11: Fireball.
They manage to hide from some shadow beings walking around the garden, and find that most of the staff and guards are dead inside.Some The Black Network members under the control of Urstul Floxin were working for the family but ultimately got mad and started a fight after they were betrayed by the Gralhunds.
The party find a hidden ledger filled with info on the Gralhund family, Gralhund Family Ledger. The ledger hints at the Gralhund family somehow having ties to Devils.
The party end up saving the Gralhund family from the black network members, killing Urstul Floxin. But during all the commotion, the nimblewright they were looking for had already fled the mansion together with The Stone of Golorr on orders of lady Gralhund.
The guards arrive to clean up the mess, the party explains what happened and are let go.
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The party wakes up and are met by Zardoz Zord whom they had promised to take him to Artor Morlin, Zardoz is joined by his helper who is quite the perfectionist.
While taking Zardoz Zord to meet Artor they sneakily try too look for the missing Nimblewright, once they get a signal from the device they received from Nim they somehow manage to persuade Zardoz to go shopping for a bit as they need to take care of some business.
Zardoz goes shopping in nearby clothes store, but orders his helper to keep an eye on the party in stealth, the party do not notice this.The party find a scared nimblewright hiding in an alley.
They find a piece of paper in it's pocket, the paper shows a drop-off point for a package he had to deliver, it's in the city of the dead, the place they were heading for anyway.
They go to city of dead and first go to Artor's lair. After a very strange first meeting between the two. Zardoz zord is invited inside Artor Morlin's inner sanctum. Zardoz tells the party they don't need to wait for him and that he will come visit them at a later day to further discuss their deal.The party head over to the dropoff location they got from the nimblewright and find Vaelle and some dead cultists in a tomb.
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After rescuing the dying Vaelle, The Trollskull Crushers head over to the refurbished windmill where Vaelle was told to deliver the stone to next.
When they arrive, the windmill seemed to be inhabited by homeless people, hoping to find the cultists who betrayed Vaelle they started breaking into the building.
Once inside they are instantly met by the homeless people squatting in the downstairs area of this building. One older looking man notices Skálmöld opening a door and quickly runs off into one of the back rooms, trying to board up the door.After some conversation between the homeless men and The Trollskull Crushers and being told that some "strange people" also use to upstairs part of the windmill to told "weird stuff", Nithgrea ultimately manages to persuade on of them to show them where the cultists were hiding.
The party made its way upstairs and decided it would be a good idea to open all three doors leading to separate rooms at the same time.
Punko and Vaelle opened their door and flight of pidgeons who were nesting their instantly flew outside through the gaping hole in the roof, causing quite some noise.
Cracuta and Quertex opened their door and due to the building being in a state of disrepair, they fell through the floor, causing even more of a commotion.
Nithgrea and Skálmöld found behind their door someone else closing another door at the end of the room in front of them, they also found a pentagram inside their room, with some possible demonic runes inscribed in it.
Nithgrea and Skalmold start to break down the door while Punko & Vaelle join them. While Cracuta and Quertex are still downstairs, attempting to crawl out of the rubble of the broken floor they just sunk through. a fight breaks out between the rest of the party upstairs and two cultists they found after tearing the door between them to shreds.
After managing to break through the locked door, the party notices two cultists inside, handing over a small package to three Spined Devils hovering outside a window.
Punko fired of magic missiles, trying to interrupt the transaction, but when the magic missiles fly out of Punko's staff, a large explosion happens.
Punko feared on of his spell had malfunctioned while in fact it was caused by Quertex who had cast a thunderwave while still downstairs. The thunderwave caused the building to start breaking apart. Parts of the outer wall being are blown to pieces, a whole brick wall almost falling on top of the neighbours house. The floor that had already crumbled minutes before now breaking down even further, also causing the wall and floor of the connecting room where the cultists and the rest of the party are currently in to come crashing down.
Most of the people upstairs manage to avoid the danger, except for the two cultist who were now buried beneath the rubble together with Quertex.
Meanwhile, the spined devils took away the stone, flying low above the rooftops to avoid detection.
Nithgrea decided to follow the devils by flying after them, Skalmold decided to do the same by throwing their blink dagger up to the rooves, teleporting after it. Cracuta jumped from the window to the roof were Skalmold was standing, all while Punko went to rescue Quertex. Once he was fine they both followed on foot through the streets.
While leaving the now ruined windmill. The party notice Vaelle standing over the two cultists covered in rubble, as she plunges a dagger into both of their skulls.
During the chase, Nithgrea managed to put one to sleep, but the other spined devils were to quick to catch up to. The spined devils dive towards a carriage in the streets at some point. The party manages to catch up just in time as the devils hand over the package to what looks like and older Thiefling.Another fight breaks out in the streets and on the rooftops. Cracuta manages to fish one of the spined devils out of the air by throwing a javelin with a rope attached to it. Nithgrea uses her holy smite to beat down on some other devils. Some imps who were hiding invisible on the roof of the carriage also join the fight, casting spells and generally being obtrusive.
The party tries their best to stop the carriage from leaving.
After a long fight, the party managed to defeat all the devils and imps, together with the horses drawing the carriage. The only one standing was the older thiefling holding the package. He tried to run of and disappear into the crowd that had now gathered around them in the streets but was caught by Cracuta using his wild barbarian magic to teleport to him. The thiefling dropped the package and ran off into the crowd.
After quite some effort and danger, The Trollskull Crushers finally got their hands on The Stone of Golorr. But just as they do they are arrested by a squad City Guard (Waterdeep) for multiple reasons such as: "Damaging property", "Vandalism", "Disturbing the peace", and more.
The party is escorted to the nearest jailhouse, and while inside they start magically attuning to The Stone of Golorr.
The stone is apparently capable of communicating to the person currently holding it, telling each of them some very personal information, seemingly reading their minds and emotions. Ultimately they also learn from the stone about the whereabouts of Dagult Neverember's treasure vault and what is needed the open the vault doors. They are also told that the vault is guarded by an Adult Gold Dragon named Aurinax.
The three keys needed to open the vault doors are:- A Bronze Dragon Scale
- Sunlight
- A Beholder eyestalk
After learning all of this new information, they hear some commotion outside of their cell as they see their jail guard dropping dead to the ground while Hyustus Staget appears before them.Word count: 0 -
After being jailed for causing an uproar in town. The party was greeted in their jail cell by someone who looked like Hyustus Staget.
This person casts a spell to charm Cracuta into giving him The Stone of Golorr. The rest of the party quickly intervene as they remembered Hyustus should be out of town and manage to restrain this person by using Skálmöld's mage hand. A short fight breaks out.
Nithgrea ask who this person is, but runes start to burn on their throath before they can give an answer. After this the person seems to fall dead to the ground. As it is falling it's shape starts to twist and turn, transforming back into it's original form, a Doppelganger.
The guards quickly arrive and try to understand the situation. The believe the party in that they were attack, but still but them in separate cells for now.
After about an hour they get summoned to defend themselves in court.
The party gets charged with many crimes, although some of them get dropped when they start to believe that demons and a doppelganger were involved.
They are told to serve 10 days in jail or provide a 750g fine. Quertex manages to rile up the public to stand behind them to lower the charges even more, the public also manages to put together 350g to pay for their crimes. But the party chooses to serve their time in jail.
The party gets sent to Amendsfarm to serve out their sentence. Some are tasked with mining rocks, others with planting and tending to the crops.
The meet up again with the Shifter prisoner, but don't learn anything new or interesting from him. They do however learn that when a prisoner ends up doing something bad, they sometimes get taken away by guards and return with a few less fingers.
Skálmöld attempts to get taken away by the guards in order to possibly learn something new about the weird things going on. But the only thing she learned is that she now has to live with one less finger on her hand.
After 10 days the party is released from jail. When retrieving their items on the way out they notice that The Stone of Golorr is still inside one of their pockets. But not in the one they left it. Quertex also tries to lick the stone and almost dies from either suffocation or dehydration.
When they arrive back home they are greeted by a grand feast taking place all around Trollskull Alley.Word count: 0 -
The party recover after the greatest "welcome back" party they had every received. Some of the party members woke up just fine, others had a bit of a harder time doing this.
After cleaning up a bit they decide to head to the Dock Ward (Waterdeep) in search of the Young Bronze Dragon they had met before during Session 09: Dinner Aboard the Eyecatcher in the hope they can receive one of it's scales which is one the keys they need to open the great vault.
The party hires a small rowboat and takes it out to sea. They quickly find the bronze dragon, sadly drifting along in the waters. It introduces itself as Zelifarn and explains to the party that it's home has been "stolen" by a "weird frog man". The party agrees to help him in return for some of his scales.
They follow the young dragon towards a small outcropping of land in the sea. They careen their rowboat onto land and dive in the water towards the underwater cave that is the dragon's home. Some party members manage to dive down just fine, while once again, others had a bit of a harder time doing this.
Once they entered the underwater cave the passed through some narrow paths to ultimately find a very spacious room, filled with random bits of metal and treasures, and in the middle of it a very embellished Marid. The Marid refuses to hand back the dragon's home and treasure and retaliates by using the small puddles of water in the room to create strong bursts of water that manage to lift up some of the large rocks laying around the room, created floating platforms.
Every now and then the Marid would cast a large spell that caused water to crash down on the party from above, washing them back down from the platforms they would climb onto.
Thanks to the dragon being able to fly up the top platform, Skálmöld being able to use her Blink Dagger to get up there, and Nithgrea using her wing to fly to the top as well. The party manage to start of the fight quite well, and they ultimately manage to defeat the water genie.
Zelifarn the bronze dragon if very thankful for their help and allows the party to take with them any bronze scales they can find lying around in the cave.Word count: 0 -
The party left Zelifarn after receiving some of his scales and made their way towards the location where they were told the vault entrance should be.
On their way there they found multiple marks of The Black Viper.After a knock on the tower's front door they are invited inside by a guard after some persuasion. Then after some waiting they are greeted by Eszvele Rosznar while she keenly ejects some noise guild representatives off her property.
The party and Eszvele engage in conversation trying to hide their secrets from eachother, but Eszvele quickly drops the charade and encourages the party to do the same.
The party is still suspicious but they manage to strike a deal, Eszvele would recieve 1/3rd of the treasure in return for her help and showing the party where the vault entrance is (and to not tell anyone else).
She leads the party down to the entrance of the vault and shows them they need 3 keys after which Eszvele proposes to join the party to find the rest of the keys. They agree to let her join, still quite suspicious of her.
The party makes their way towards Xoblob's shop in search of a beholder eyestalk. On their way there they encounter a young nobleman dying on the street, seemingly being killed by a monstrous beetle bursting from his chest as a servant watches over him. They found out from the panicked servant sitting next to him that the dead boy's name is Aaron Littlehorn. Apparently he found this scarab on the floor of the auction hall just a few minutes ago.
A wealthy looking gnome rushes outside due to the loud screaming. This gnome, Nabulee El Jasafir, owner of Nabulee's Bazaar of the Extraordinary in front of which the young nobleman just died tries to convice the nobleman's servant to not tell Lord Littlehorn anything about the scarab. He then invites the party inside of his establishment where he drops his disguise to show his true identity, Xoblob.
Xoblob tells the party about what happened and explains that he uses this alter-ego and auction house to sell "worthless junk" to people with a lot of money so he can keep buying the actual important purple items he needs.
He also tells them that apparently the scarab is an item from his vault, and he is the only person in the world who can access this vault. He even goes out of his way to show everyone the entrance to his vault and how no one but him can enter. There is also a strong anti-magic barrier in place around the vault entrance.
Xoblob also explains that he's been home the whole day except for the auction that just happened about an hour ago. He also claims to not have seen or spoken anyone before the start of the auction. The party does not get the feeling that he's lying.
The party also interrogates his two servants one who tells them that Mr. Nabulee had a visitor earlier today and the other who mentions having seen Mr. Nabulee running through the street earlier this morning wearing strange bloody clothing. Xoblob firmly denies that any of this happened. The party gets the feeling that both sides are speaking the truth.
The person Nabulee apparently met earlier this morning was his old friend Ectobius Rex. Together with Xoblob they make their way to Ectobius' house. Once they arrive they are invite in by Ectobius and guided to the atrium. The party start questioning Ectobius about what he was doing earlier today. They quickly notice that something is strange about him, but can't put their finger on exactly what it is. Cracuta flat out asks Ectobius if he's magical after using his Magic Awareness by which Ectobius responds by standing up and throwing a chair at Cracuta. A fight starts. Xoblob ends up killing "Ectobius" with a hunger of hadar spell, his body being ripped apart and mangled.
Upon inspection of the body, Quertex concludes that this body more resembles a construct than a humanoid or an undead. It's most likely a Flesh Golem.
Upon trying to leave the room to investigate further, the party is ambushed by Specters floating down from the chimney.Word count: 0 -
After having killed what seemed to be Ectobius Rex. The The Trollskull Crushers together with Xoblob and Eszvele Rosznar are engulfed by shadowy spectres that come flowing down the chimney.
For a moment they are completely blinded by this assault, but moments later their vision returns with no visible harm being done to anyone.
Bewildered, they start looking around the room and quickly notice that all of the colour around them has been drained to a shade of black & white.
Skálmöld takes a look out of the window. Where she expected to see a small back alley in Waterdeep, she instead sees a dark barren wasteland. Xoblob explains to everyone that he believes we somehow teleported to The Shadowfell. After freaking out for a bit, he pops out his fake eye and casts a spell on it that enables him to see the colour purple again.
In the far distance, multiple Towers of White can be seen by the party. Glowing beams of what seems like magic connecting them all through the skies, ultimately leading towards one giant castle on the horizon.Skálmöld also notices a eerie black crow sitting in a tree not too far from the window. She feels as if the crow is staring her dead in the eyes. When she brings up this raven, it seems like none of her companions are able to see this creature sitting in the tree.
Cracuta tries to reach out of the window, but is stopped by some strange invisible wall of force. They head over to the front door to see if they can exit the house, but it seems like the invisible barrier is surrounding the whole building they are in.While exploring the house, the find a strange room containing some highly advanced contraptions. Not even Quertex knows exactly what they are used for, but he guesses they serve as some sort of container for something.. or someone.
During their exploration they find multiple pages from Ectobius Rex's Notes from which they try to gather what happened in this place.In the basement they find a clone of Xoblob lying on an operation table. The clone has a deep wound in his abdomen and seems to be dead. The party assumes this was the culprit behind the Scarab of Death.
While inspecting the body they notice a small tiny create crawling over the body, a Soul Vector. It's trying to sew the body back together, but attacks the party when they get too close. The "dead" Xoblob clone also awakens during the fight but gets his head cut straigt off. Xoblob doesn't seem to bothered by all this, in fact he plays around with his own decapitated head for a bit. The group easily takes care of the rest of the enemies.Ectobius Rex's Notes explained how he built his own laboratory next the the Ivory tower that was conveniently placed behind the copy of his home in the Shadowfell.
The notes also tell of how he was gifted a specimen he refers to as "Marigold" from "Lord & Lady C.". Skalmold makes the connection with the Cassalanter family.
Ectobius wrote down how he was tasked with creating something using the essence of this "Marigold". He ultimately combined Marigold's blood with the living shadows of the shadowfell and severed body parts acquired by this "Lord & Lady C." to create clones.
The notes end with him having the idea of making clones of himself because the workload has grown too large for just him to handle, as he slowly grows insane after doing this.Behind the house, the party finds the large Ivory tower from the notes. It's poking out of a small mountain with a large square building built next to it. At the bottom of the mountain they find a small cave.
They decide to investigate and find multiple graves filled with bones. They try to make sense of this but notice that none of these bones seem to fit together. It would be impossible to create a full skeleton from the bones found in these graves.
Inside of the cave they discover a small puddle of skin that still seems to be pulsating. They try to grab it's attention, but it never responds. When they try to get closer, they find themselves standing in front of an invisible barrier yet again.The make their way up the stairs on the mountain and enter the large building next to the tower. Xoblob casts an invisibility spell around them, they will be harder to detect as long as they stick close to him.
Inside they find multiple laboratory and supply rooms. The floors are covered in blood and crawling with an army of Soul Vectors who thanks to the spell do not notice them.
While exploring the hallway they almost run into an Ectobius Clone. Skalmold almost falls out of the invisibility spell, but they manage to stay hidden.At the end of the hallway they find a corridor filled with jail cells. Inside of these cells, grotesque half-grown humanoids can be seen chained to the walls. Some of these clones seem to be indistinguishable from the real thing. Others just look like monsters.
Cracuta notices the Shifter prisoner from Amendsfarm inside one of these cells. The fingers being cut off from the prisoners there seem to have been supplied to Ectobius for his experiments.Further inside of Mountview Institute, they find themselves before a large set of doors leading into the Ivory tower. Inside the tower they find multiple Ectobius clones doing all sorts of experiments.
The party tries to make their way upstairs but it keeps getting harder and harder to stay undetected due to the increase of clones on each floor. There must be over a hundred clones inside of this building.
They almost get caught once, but Skalmold uses some quick thinking to transform into Ectobius as well and leads the clone away from her invisible friends.Once at the top of the Ivory tower, they see a massive Soul Vector with a lifeless pale woman floating inside of it. Behind it they see Ectobius Rex casting some sort of spell on another pale lifeless body strapped inside of some strange contraption. They figure this must be Marigold.
Ectobius notices the intruders and calls for his clones to come up the tower to defend him. Xoblob and Eszvele decide they will try to hold of the clones for as long as they can.A fight begins as Ectobius casts a magical barrier around him and Marigold. The large Soul Vector stands up and begins to attack the party.
The party manages to destroy the Vector's legs one by one as it ultimately comes crashing down. As it does, it fills the whole floor with a strange liquid while the pale woman climbs her way out of the wreckage.
This woman is an incomplete Clone of Skálmöld. Created from the finger she lost at Amendsfarm.
The clone grabs some of the shadows floating around her and creates a shadowy cloak & dagger out of them as she cast a cloud of smoke on the party.
The clone continues to change into the different members of The Trollskull Crushers, able to use all of their spells and abilities.
During the fight she manages to push Cracuta off the side of the tower by using Punko's Shape Water spell to freeze the ground and Quertex's Turret and Catapult spell to push Cracuta backwards.
While falling to his death, Cracuta loses control of the beast within, transforms into a monstrous Werewolf-Werehyena hybrid. With this newfound strength and wild magical abilities, he manages to climb his way back up the tower to re-join the fight.In the end, the party barely manages to destroy Skálmöld's clone. But Ectobius Rex still stand before them behind his barrier. Whatever they do, they cannot get through it.
Xoblob & Eszvele Rosznar come running back up the stairs telling the party they cannot stop the hoard of clones for much longer.
Slobberchops appears out of nowhere on top of Punko's head. They suddenly hear the voice of the Blackstaff Vajra Safahr coming from Slobberchops' mouth. The Blackstaff tells them she detected an abnormal amount of strange magic coming from somehere in Waterdeep. She is currently at the source, Ectobius' house. And explains to the party that she might be able to bring them back to the natural world, but only once they destroy the source of this magic.
During this explanation Skálmöld has been receiving cryptic messages through her Blink Dagger telling her to wield the dagger to shatter his veil.
As she stabs the dagger through the barrier she can feel her whole body passing through it. She stabs Ectobius Rex with no mercy. But sadly, this was also not the real Ectobius, as his body turns into a shadowy mass.Skálmöld then takes a look at "Marigold" sitting lifelessly in her contraption next to her. Skalmold is shocked by what she sees, as she immediately recognizes Marigold to be her very own mother Syglin whom she thought to be dead.
Skalmold grabs her mother's hand as her eyes slowly open. All of Syglin's memories start to flow inside of Skálmöld's head.
She sees how a young teenager is trying to survive on the streets by stealing food, donning another face in each of the memories. She sees her slowly growing older and more bold in her tactics to gather food. She learns how certain well dressed people seem to receive food for free while walking around the market, and uses her powers to change into these faces to enjoy all of these delicacies as well. One day though, she get's too confident and fails to notice that the person she is impersonating is standing right next to her. The noble freaks out at this sight and stabs Syglin on the spot.
The next vision is of her waking up inside of a large throne room made of black and white stones. At the top of some stairs, sitting inside of a fabulous ornamental throne decorated white skulls and ravens, she sees a woman with pitch black hair, donning a pale white face covered by a thin shadowy veil, wearing a golden crown.
The Raven Queen.
The goddess of death offer Syglin to become her champion, or to return to the sea of souls. Syglin accepts and receives the Raven Medallion and the Blink Dagger.
Scenes of Syglin taking on different mission can be seen as she uses her innate skills to easily infiltrate anywhere and assassinate her target.
During one of these missions she is hunting a Hag and is joined by a man whose sister was killed by this Hag. Together they manage to kill the Hag, but Syglin is heavily wounded and reverts back to her original changeling form. The man does not seem bothered by this and saves her life by treating her wounds.
The man would later join Syglin on all her further missions as they slowly fell in love. This man was Frold, Skálmöld's father and current champion of the Waterdeep Arena.
The years flow by they get married inside of the Raven Queen's castle, both receiving her blessings. They can be seen buying a small farm outside of Waterdeep together.
After giving birth, Syglin passes on the title of Raven Queen's Champion to Frold, as she needs to take care of the baby. She visits the raven queen to beg her to be okay with this.
Skálmöld's memories and her mother's start to flow together as she sees herself growing from a baby into a small child being read bedtime stories to.
Skalmold knew the good memories had to stop somewhere as she once again sees the happenings of The Death of Syglin through her mothers eyes.Skálmöld wakes up from the visions and gives her mother a long hug. Syglin tells her daughter she is proud of her as she passes away, her soul returning back to the Raven Queen's palace.
After the battle, Cracuta starts losing more and more of his humanity as he is starting to transform into a regular Hyena.
Still not having destroyed the real Ectobius Rex, the party decides that his real body must be the pile of flesh they found below in the cave. Skálmöld makes her way down the side of the tower by using her Blink Dagger. She breaks the barrier inside of the cave with her dagger and ends Ectobius' life once and for all, destroying all of his clones and experiments.The Trollskull Crushers, Xoblob, and Eszvele Rosznar wake up back inside of Ectobius' home in the material realm.
They are greeted by the Blackstaff but are also surprised to see Zardoz Zord there together with his animal tamer and Cracuta's Hyena parents. Apparently they went wild about an hour ago and managed to escape the circus and make their way here.The Blackstaff congratulates them for helping her save Waterdeep. She doesn't exactly know what happened yet, but she believes that if this mess was left untended for too long, it might have destroyed the whole city.
The Blackstaff also makes a curious remark about feeling something wrong about the now Three hyenas standing in this room cuddling up together. She asks if anyone is aware that these animals might not be regular animals at all, and that they might be cursed humans. She teleports every over to the Emerald Enclave where the druids there prepare a ritual to get rid of this curse.
Cracuta is turned back to his old self, but the two Hyenas also end up transforming into humanoids. Bewildered after having lived their lives as beasts for more than ten years, they explain how they are actually Cracuta's real parents. As they hug their son, the explain how they were cursed by the rulers of their country after not wanting to sacrifice their daughter, Cracuta's twin sister, to their ancients God.
The druids there end up doing a location spell on their daughter, using their memories of her to find if she is still alive. Which she seems to be. The druids can feel her presence in a very far away land. Most likely the continent they came from.
Together with Cracuta they decide that they need to go find her. Zardoz Zord explains where he found them but also that he is unable to bring them back there himself. He is however able to get them on a boat heading there in a few days.Tired after a long day of adventure and just hearing they might lose one of their dear companions. The Trollskull Crushers decide they must throw a great farewell party for Cracuta before they leave. The Blackstaff and Zardoz Zord promise to aid them in making this party come together.
The Blackstaff uses her magic to return everyone to their respective homes for some well deserved rest.
Word count: 0 -
After the harrowing events at Mountview Institute. The party wakes up after a good night's sleep. Especially Cracuta who was finally reunited with his real parents.
In the early morning, they are greeted by the Blackstaff Vajra Safahr and her aide Albion Dusklight.
She kindly asks for some privacy to have a talk with them which in response the party start kicking all their guests out.
Vajra explains to them how the owner of the Snobeedle Orchard, whom they helped arrest after discovering her usage of necromantic fingers to create scarecrow minions (Session 04: The Snobeedle Orchard), was released from her curse causing her to not speak the truth about where she got those necromantic fingers from.
She finally managed to confess that she bought them of off Ectobius Rex, who's magic has now died along with him.
Vajra assumed that there could have been many people in possession of these deadly fingers, but they should no longer be an issue now.
She also lets the party know that she took care of the accusations against Xoblob for possibly having killed that young nobleman with a Scarab of Death. The murder has been linked to Ectobius thanks to her interference. To make sure no more victims fall to this magical item, she confiscated it from Xoblob.
As Vajra and Albion make their way out, Zardoz Zord comes walking through the door of the Trollskull Tavern.
He came to visit to go over their plans to throw a farewell party for Cracuta. He gives them a long list of possible acts and attractions he could invite for the party and urges them to choose a few.
The main act has already been decided by him though. As he's heard some rumours about a fantastic bard who was born to the most beautiful courtesan from Waterdeep's most famous establishment; The Rosemary and Thyme.The party ends up choosing the following acts for their party:
- A Firbolg striptease in complete silence.
- Earth, Wind, and Fireball, a Gospel group dedicated to Lathander.
- Daft Flumph
- Gladiatoral Combat
- Xoblob fortune teller tent
- Nekrogoblikon
- uniKorn
Cracuta's Farewell Party
The party spends the next few days leading up to the party to rest.
They also go to visit Xoblob, who is now wearing an eyepatch after throwing away the fake eye Ectobius made for him, as he had promised them a reward. They end up choosing the Unknown.
In their search for the keys to open Dagult Neverember's vault, they also decide to visit the temple of Lathander in Waterdeep. Here they take part in the morning sermon after which they are greeted by a young priest whom had always been kind and friendly to Nithgrea.
They ask the young priest about the Morning Rose hanging in the temple and he tells them everything he knows about it, including on where the head priest gets them from. Every year he has to take a pilgrimage to the Dome of the Rose not too far from Waterdeep.
They young priest also asks Nithgrea if she's aware of the rumours going around that there might be devil worship happening within Waterdeep's order of Lathander.
On the day of the farewell party, everyone manages to enjoy themselves. A large part of the main road has been blocked off for the party, with Trollskull Alley being the hotspot for food, drink, and merchandise stands.
The whole event grounds are lit up by floating Flumphs in all different kinds of size and colour. Every so often, one of the Flumphs would explode, causing a small burst of fireworks.
The party spend their time doing the following;
Nithgrea goes to visit Xoblob's fortune teller tent and she gets a premonition of fire, flames, and something too scary for Xoblob to look at. She also enjoys the show of Earth, Wind, and Fireball together with the young priest she invited earlier.Skálmöld also goes for a Xoblob premonition, but she goes in while disguised as Victoro Cassalanter. There she see a vision of someone trying to kill Victoro, but he gets saved just in time by flames and a creature with wings and horns.
She had hoped that her father would show up for the gladiator fights she requested, but alas he didn't. She did however manage to sneak a note to one of the gladiators and asked him to deliver it to her father in utmost secrecy.
The note reads;'I now stand where you once stood, in a great hall of black and white marble. Don't give up.'
Punko invited the Blackstaff to the party who ended up making some free time in her busy schedule to come and enjoy the festivities. She shared some drinks with Punko as they watched uniKorn perform. A band of halflings dressed up as unicorns playing music.
Quertex found the Goblin wrestling stand he had once before challenged and lost to in Session 08: Day of Wonders. Quertex managed to win 2 out of 3 rounds. But he was jumped by both goblins before he was able to get the win. After a short rumble, the two goblins invited Quertex to have some of their special goblin booze, which Quertex accepted as they formed a bond together.
Cracuta, the star of the party, enjoyed the event together with his parents as he tried to also spend as much time with all of his friends before he had to leave them the next day.One of the most "special" but well received acts ended up being the "Silent Firbolg Striptease". A large scale silence spell was cast over the stage and crowd as a Firbolg walked on stage and slowly started to take off his clothes. The firbolg was crying during the whole performance.
As weird as it was, everyone seemed to enjoy the show for some unknown reason.When it was finally time for the headliner act. Tinnitus Kakafonia walked up on the stage and gave one of the best musical shows Waterdeep had seen in the past decades. Even though it was Tinnitus' first actual large concert, he managed to keep his cool and give the best show of his life.
The party kept on going throughout the night. But at sunrise, The Trollskull Crushers gathered at the docks as they send of their friend and companion Cracuta in his search for his lost sister.
The Dome of the Rose
Now only a party of four. After another day of rest, The Trollskull Crushers head out to find the Dome of the Rose in hopes of acquiring a Morning Rose which they believe would fit one of the keys needed to open the vault, this being "sunlight".
Eszvele Rosznar had told them earlier that she would stay guarding the entrance of the vault instead of coming with them in search of the keys. In return, she gifted the party a horse and carriage which would make their travel a lot easier and faster.
While on the road towards the Dome of the Rose the party starts to notice a muffled noise coming from under their cart. They stop to check it out and find Tinnitus Kakafonia strapped and gagged beneath their carriage. They free him and offer him some food and drink while Tinnitus explains how his dwarven "friends" left him there before running off with all the money he earned for headlining the festival 2 days earlier.
Having already gone too far to turn back, they convince Tinnitus to join them on their journey.
After 2.5 days of travel they arrive at their destination without too much issue. They noticed a recently attacked caravan on the way but decided not to investigate.
The holy temple is left in a state of disrepair, being fully covered in overgrown roots and plants. Once inside of the Dome of the Rose, they manage to complete the temple's puzzles and challenges by directing sunlight through different mirrors and gates while every now and then being attacked by living thorny vines.
After they completed the last room by defeating a living suit of armour controlled by vines, the temple is filled by a loud high pitched scream. The source of this scream being a Rose Dragon which had concealed itself in the centre of the temple which they had been unable to access up until now.
They managed to calm the dragon down by redirecting all the sunbeam unto the dragon. When they make their way down to the centre room where the dragon now sleeps. They find a small grave which is now being bathed in all of the sunbeams they pointed to the dragon.
When Nithgrea places the black rose she picked up at the entrance of the temple on top of the grave, it turns golden and starts to give of a soothing aura of dawnlight.Through the tapestries and paintings on the walls, they learn that this grave is of one of Lathander's lovers from the time where the gods were force to walk the earth as mortals (Time of Troubles).
Due to it already being dark outside, the party decides to stay the night in the temple.Word count: 0 -
After having acquired a Morning Rose from Lathander's temple hidden in the woods. The Trollskull Crushers decide to spend the night inside of the Dome of the Rose, making good use of the roof above their heads while they have the chance.
During nightly guard duties, Punko notices that some of the vines that had disappeared after defeating the Rose Dragon were slowly regrowing and creeping towards a sleeping Tinnitus Kakafonia. In a panic, Punko manages to keep away the vines but wakes up the rest of the party in the process.
Still in a bit of a haze, Tinnitus while scared that he might be attacked again while sleeping, creeps up closer to Quertex and manages to have a decent nights rest.As the first light shines through the dilapidated stained glass windows. Nithgrea opens her eyes and finds herself without her friends. She quickly notices that the temple around her has changed drastically. What she knew to be an old, crumbled down, forgotten temple now stood before her as a beautiful and radiant display of Lathander's glory. Never before had she seen such a wondrous temple, the one in Waterdeep pales in comparison.
While taking in the gorgeous sights, a lady who seems to be made of lustrous plants with a bright flower acting as her hair walks up close to Nithgrea.
Looking down at her, she scowls at Nithgrea. Telling her that she is a traitor and that she no longer walks in the light of the morning lord. She questions Nithgrea about if she even knows what she is, and what the source of her power is.
The nature spirit starts pointing around the room at the many frescos along the walls depicting Lathander interacting with a beautiful Solar with flawless skin, gold-feathered wings, and a blindfold covering her eyes. The story on the walls shows the Solar's fall from grace into the nine hells where she takes on a more diabolical appearance; a halo of fire burned atop her head, her once-fine skin was scorched, and her angelic wings, ruined by flame, turned leathery. Her blindfold was abandoned, fully revealing eyes that glowed with white-hot rage, and she had lost one of her hands and replaced it with a flail.This is the story of Unknown. Once Lathander's right hand commander, now one of the lords of hell. And Nithgrea is told that she is the source of her new found strength and blazing wings. But after seeing the despair in Nithgrea's eyes. The nature spirit tries to comfort her: "Do not worry, I can still feel the Morning Lord's light within you." The nature spirit gives the greeting of the sun with her hands after which Nithgrea wakes up in a fright.
On the road back to Waterdeep
While traveling back home on their horse and carriage. The party hears some strange noises coming from the woods. Both crying and high pitched laughter can be heard not too far off the path.
Tinnitus and Quertex decide to stay with the horse while the others go investigate.
The find a small clearing in the woods where they notice someone whom they might have already seen "too much" off. The Bugbear Oakfall who just a few days ago did a very "interesting" performance at Cracuta's farewell party.
Around the bugbear are flying some small pixies who seem to be pestering him. The party goes in to help the bugbear but quickly get cursed by fey magics:
Punko somehow transforms into a Half-Orc which causes him to lose his balance due to the sudden lack of tail.
Nithgrea on the other hand starts seeing a vision of Lathander standing next to her in the flesh. This causes her to immediately fall onto her knees in reverence to her deity, begging for forgiveness for being cursed with Zariel's powers.
Skalmold sees all of this happening to her two friends. But as she does, she starts hearing whispering coming from the woods. The whispers are saying they're about to kill her. And the whispers are coming from the trees themselves. Knowing she can't fight this army of trees, she runs away in hopes that the trees will spare her friends.
Quertex and Tinnitus later also join the fight, after hearing Skalmold yell to the "trees to come and get her". But they too fall to the fey curses.
Quertex starts hearing the voice of Jerry The Fisherman, who seems to be very depressed about being killed and not being saved by Quertex.
Tinnitus, while moving closer the the small pool of water in the middle of the grove, notices his own reflecting winking at him. But something seems off. He wasn't always this handsome was he? As he gains the beauty of the gods.After Skalmold setting the large tree on fire and it being doused again by the combined efforts of Oakfall and Punko, they finally manage to defeat the pixies.
The bugbear explains how the fey creatures have been pestering him for weeks now. They are also the reason why he was forced to partake in that scandalous act at the festival. He thanks the party and offers them some potions and a nice dinner as a reward.On their last night camping before reaching Waterdeep. The party somehow manages to fall through cracks in the ground, ending up in a forgotten laboratory or workshop seemingly from the Cult of the Dragon from the times of The Dragon Wars.
The workshop was built very close to the surface, it only being a few meters deep. The whole room was covered in dirt and dust, it looked like no one had been here for more than 10 years.
Quertex manages to find some dust covered research notes which he seems to recognize as partly being his own research notes that he had deemed as failures decades ago. The notes depict schematics and magical circles written out by Quertex himself, but written over it would sometimes be adjustments and explanations written in a different hand. The party also discovers a wooden box containing an Emerald Gem Egg.Opening the Vault of Dragons
The party arrives back safely in Waterdeep and spend a good night's rest at their home Trollskull Manor.
Tinnitus, no longer having a place where he belongs, is openly welcomed to stay with The Trollskull Crushers seeing how a room had just become free.The next day, they head on over to the location of the vault. Thinking they might try their luck with the three keys they have gathered.
They are greeted by Eszvele Rosznar who joins them to the vault entrance.
When they arrive, three emblems on the large adamantine double door start lighting up one by one after which the door starts to slowly slide open, back into the walls.
The vault they now find themselves in is clearly of dwarven make. All around the many chambers statues and paintings of dwarves can be seen working in the forges or fighting the goblin hordes.
Making their way through some tricky traps and over some dangerous broken bridges, they find a secret passage that goes even deeper into the earth.After making their way down the stairs they see the following:
Although deep underground, this vault is lit by streams of sunlight that pour down from the ceiling, catching motes of dust in their luminous pools. Ornate columns support a thirty-foot-high vaulted ceiling, which is adorned with carvings of dwarves basking in the presence of their gods. Deep alcoves line the walls, and piled in one of them is a vast golden trove.
Out of the dusty gloom steps an aged dwarf clutching a staff carved and painted to resemble a pair of entwined dragons — one red, one gold. Despite the dwarf’s age, his eyes are steady and bright. “I wasn’t expecting anyone,” he says plainly. “As you can see, the place is a mess. Perhaps you should come back later, after I’ve tidied up a bit.”The dwarf introduces himself as Unknown and explains that he was hired by Dagult Neverember to guard his treasure.
The party tries to persuade the dwarf by telling him they are trying to return the stolen gold back to the city. The dwarf, who had no idea that the gold was stolen in the first place, slowly starts to believe the party's words. But after noticing some new invisible enemies entering the room, he quickly loses his temper and starts shouting at the party."Thieves! You will never take this treasure from me!" The dwarf says, as his body starts to turn and shift into a large Adult Gold Dragon.
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Deep within the gilded vault, the party at last faced Aurinax, the gold dragon sworn to guard the Cassalanter treasure. The air shimmered with heat from the dragon’s breath and the light reflected from endless piles of coins. The party’s words were measured and sincere, and for a moment, it seemed that reason might triumph. Aurinax listened, golden eyes softening toward curiosity and trust.
That fragile moment was shattered by a thunderous crack and the stench of sulfur. Victoro Cassalanter stepped from the shadows, flanked by a host of five spined devils. As he began to chant in Infernal, the devils took flight and began weaving through the air, their clawed hands tracing burning sigils. The five trails of fire converged on Aurinax, binding him within a glowing pentagram that sizzled and hissed as if etched into reality itself.
Victoro raised a bloodstained grimoire and continued his invocation, voice echoing across the chamber:
“O magne, exaudi invocationem meam sicut tuum auxilium require.”
The ceiling above the vault tore open, revealing a swirling red vortex. Fire poured down like liquid sunlight as a massive, slitted eye appeared within the portal, gazing directly at the bound dragon.
“Oh great one, listen to my call as I require thy aid!” Victoro cried, the air rippling with infernal energy.
The chamber grew unbearably hot. From within the vortex, a gigantic claw began to tear through, dragging the edges of the portal wider. Aurinax roared in pain and defiance, but the spined devils’ magic held him fast. The treasure hoard trembled and lifted from the floor as Victoro pressed on:
“Simul contractum absolvemus cum Domino mendacii!”
“Together we shall complete our contract with the Lord of Lies!”The portal split fully open. A claw large enough to crush a castle gate burst through, seizing Aurinax and dragging him—and much of the treasure—into the rift. The pull was irresistible; Vaelle, Skalmöld, Punko, and Nithgrea were caught in its grip and hurled screaming into Avernus.
The remaining adventurers fought desperately to disrupt the ritual, cutting down the five spined devils one by one. When the last fell, Aurinax’s bindings shattered in a burst of molten light. The dragon’s final glance before vanishing into the infernal portal was one of fury turned to gratitude—he recognized the party as allies.
With the treasure gone and the vault collapsing around them, Victoro sneered, raising his hand toward the widening chasm.
“Praemium recipe, o Draconum regina!”
“Retrieve your prize, oh Queen of Dragons!”Then, with a final bow and a cruel smile, he stepped backward into the shadows and disappeared—leaving behind only a single sealed envelope resting on the scorched marble floor.
Those who had fallen through the portal found themselves on the scorched plains of Avernus—a landscape of burning rivers and mountains of bone. Fireballs streaked across the black sky as the ground split open to reveal rivers of lava and blood. Hellish war machines lay broken and smoking in the distance.
And then, from the haze, Tiamat descended.
Her five heads rose above the smoke, each colossal and terrible. She spoke with a voice that shook the ground itself. Her crimson gaze fell upon Punko first.
“I was promised one of my brother’s kin,” hissed the red head. “I did not expect to find one of my own brood.”
The white head moved next, lowering to sniff at him, its breath freezing the air.
“No,” it rumbled. “This is not one of ours.”
A blast of frost and flame erupted as the dragon queen turned her fury upon Aurinax, who roared defiantly, golden fire meeting chromatic flame. Amid the chaos, Nithgrea felt something stirring within her—the warmth of sunlight in the heart of Hell. When she turned, she beheld Zariel, her burning wings outstretched to block Tiamat’s wrath.
Zariel:
“YOU ARE NOT SUPPOSED TO BE HERE.
YOU STILL HAVE A ROLE TO FULFILL IN THE MATERIAL.
GO.”A radiant force enveloped Nithgrea and her companions, propelling them toward the closing rift. They emerged battered and breathless back into the vault—where they continue their fight against Victoro's devil minions.
After the battle was won. On the floor lay the invitation, its seal unbroken and its message written in elegant Infernal script:
“You are cordially invited to celebrate the dawn of a new era.
—V. Cassalanter”The gold was gone, the dragon lost, and the vault left in ruin. The air stank of sulfur and ash, and the silence that followed was heavier than any victory.
The descent had ended—but the game had only just begun.
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In the calm before the storm, the party spent a long and uneasy day gathering knowledge, allies, and equipment for the coming Cassalanter gala. The echoes of the vault still lingered, but answers—and perhaps vengeance—were within reach.
The Rosemary and Thyme
Their first stop was The Rosemary and Thyme, a quiet refuge of candlelight, laughter, and worn velvet. The Madame and her trusted doorman, Cliff, welcomed Tinnitus as if he were family returning from a long voyage. Cliff clasped his shoulder, congratulating him on his most recent performance, while the Madame fretted over his health, lamenting how thin he looked.
Then came his mother.
The reunion was heartfelt but heavy. She embraced her son, tears catching the candlelight, and confessed how she had feared something terrible had befallen him. When asked about Victoro Cassalanter, she hesitated. Her words came with the weight of guilt and secrecy—never outright confirming what they suspected, yet hinting that Tinnitus’ bloodline was tangled with that of the Cassalanter family. Her remorse was genuine; she insisted she had only ever sought to protect her son from a truth that could destroy him.
The House of Inspired Hands
Their next stop was the House of Inspired Hands, the temple of Gond. The grand halls hummed with invention—clocks, constructs, and clattering tools echoing off brass and marble. The party sought Azerty, their missing contact. No one had seen her for over a week.
Quertex took matters into his own hands—literally. Disguising himself as Azerty, he bluffed his way past the temple attendants, with Tinnitus and Skalmöld assisting by posing as an eccentric inventor and his “mechanical assistant.” Their performance drew attention, providing the perfect distraction as Quertex, now Azerty, slipped into the archives.
Inside, he encountered an elderly tortle archivist, whose careful steps echoed between shelves of schematics. Not finding any documents of Azerty herself. Through quick thinking and smoother lies, Quertex convinced the tortle to fetch a distant volume, giving him the chance to snatch the massive logbook from the entrance desk and flee. As he made his escape, other priests confronted him, asking where “Azerty” had been for so long—hinting that she may have left the temple under mysterious circumstances.
The Cassalanter Villa
Under cover of night, the group scouted the Cassalanter Villa. The estate was alive with preparation—servants erecting canopies and arranging banquet tables, guards doubling their patrols. From a shadowed alley, the party lobbed a sack of excrement down one of the chimneys—a crude but cathartic act of rebellion. The smell of arrogance and excess wafted over the walls alongside the scent of wine and spices. The Cassalanters were planning something grand, something darkly celebratory.
The Blackstaff Tower
Their next destination was the Blackstaff Tower. The group explained what had transpired in the vault. The Blackstaff listened, her expression stern and disappointed—they had risked much by doing all this alone.
She spoke then of the staff’s history: how the first Blackstaff was hunted by a devil called the Lord of Lies, who sought to claim the mage’s soul and turn him into a general of Hell. To deny that fate, the original Blackstaff bound fragments of his soul and power into his staff upon death—a ritual repeated by every successor, ensuring no infernal power could ever claim them. The tower itself was now a mausoleum of souls, bound to protect the city and the staff’s wielder.
Recognizing the Cassalanters’ infernal ties, the Blackstaff resolved to keep her distance from their schemes, warning that her presence might only provoke the devils’ attention. She provided guidance but refused direct involvement—leaving the coming infiltration in the party’s hands.
Preparations
With plans made and nerves tightened, the group spent the evening scouring the markets for potions and equipment. Invisibility draughts and healing tonics were secured, along with the quiet confidence that tomorrow, they would stand at the heart of the Cassalanter web.
As the sun set behind Mount Waterdeep, they gathered their supplies and steeled themselves for what was to come. The invitation had been cast. Tomorrow, they would answer it.
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The Cassalanter estate was ablaze with light and laughter when the party arrived. Strings of lanterns lined the garden paths, and servants in crimson livery moved through the crowd with silver trays and forced smiles. The invitation had been clear—“Feast, drink, and stay until the strike of midnight for a grand display.” Yet beneath the music and chatter, an unease stirred. The Cassalanters’ charity had never been so generous.
Outside the Walls
Among the common guests outside, the air was thick with the aroma of roasted meats and spiced wine. The Lord and Lady Cassalanter greeted the crowd with immaculate grace, encouraging everyone to eat their fill. The party obliged—though unease flickered in their minds. Skalmöld’s instincts proved right. Later that night, they would discover that the food had been laced with Midnight Tears, a slow-acting poison that kills at the stroke of midnight.
For now, however, they blended in—smiling, laughing, and plotting their next move. Skalmöld slipped away, donning the armor of a Cassalanter guard. The others downed invisibility potions, their forms shimmering and fading from sight. Together, they crossed the threshold into the manor proper, unseen by mortal eyes.
Inside the Manor
The air within was still and perfumed, the noise of the party outside muffled behind gilded doors. The group’s exploration led them up winding staircases and through silent halls lined with portraits that watched their every step. In a hidden attic chamber, they uncovered something truly dreadful—a locked room protected by a magical barrier of silence. Within, they found what remained of Osvaldo Cassalanter, the family’s long-lost son, now twisted into a Lemure, a grotesque lower devil of shapeless flesh and suffering.
He recognized them dimly through the corruption, weeping tar-like tears, unable to speak. The silence ward shimmered like a cruel mercy, muting his agonized screams. They left him behind, promising vengeance instead of comfort.
The Poisoner’s Hand
Further searching led them to another attic chamber—a cramped alchemical workshop. Glass flasks, pestles, and drying herbs cluttered the tables. Amid the chaos sat a single sealed vial labeled Midnight Tears. The realization struck hard: the feast outside was a trap. Dozens of innocent guests, even children, would die at the strike of midnight unless they could end whatever infernal ritual was already in motion.
The Descent
Following the stench of brimstone and chanting, they descended into the subterranean chapel beneath the villa. What they found froze their blood. A vast congregation of cultists stood before a burning brazier, its flames the color of molten gold. The Cassalanters led the ceremony, their hands outstretched as the vault treasure was poured into the fire, molten gold spilling like sacrificial blood.
Azerty’s Rescue
In the shadows, they found Azerty imprisoned in a cell—bruised but alive. She confessed through trembling breath that she had once worked for the Cassalanters, crafting infernal devices, but when she tried to flee, they had locked her away to silence her. Another prisoner, she said, had been taken only minutes earlier—the arena champion, known to all as the Chain Devil, and to Skalmöld as her father.
The Infernal Pact Revealed
The truth emerged amid the chaos: sixteen years prior, the Cassalanters had made a deal with a devil who demanded their son Osvaldo’s soul in exchange for wealth and influence. To reclaim him, they were required to pay in gold and souls on this day after sixteen years, if necessary. Tonight’s feast, the poisoned guests, even the dragon’s treasure—it was all part of the bargain.
The Battle Beneath the Villa
If it isn't our esteemed guests! I'm surprised to managed to get out of there alive! Have you been enjoying the festivities?
I humbly thank you for coming all the way down here just to sacrifice your souls unto us!The confrontation was inevitable. The party stormed the chapel, blades drawn and spells blazing. Imps cackled from the balconies, raining fire upon them. Cultists chanted through the flames as Victoro and his infernal statue of The Lord of Lies unleashed waves of magic from within a burning barrier.
No one accepted the Lord Of Lies' infernal offer of a contract. Every fiery beam the statue fired was aimed at defiance.
Then came the sound—a metallic shriek, chains dragging across stone. The Chain Devil entered, his infernal device whirring and sparking. Skalmöld froze, her heart splitting between rage and despair. The creature wielded a weapon unlike any they had seen—an infernal engine strapped to his waist, capable of manifesting weapons forged in Avernus itself.
The Final Stand
The fight raged in fire and ruin. Cultists fell like wheat before the storm, but Victoro’s power only grew, the statue feeding him infernal energy. When the party could fight no longer, burned, bloodied, and broken on the floor, Victoro raised a blazing fireball to finish them.
HAHAHA, did any of you ever truly believe you could stop me?
I would do anything to protect my children from that damned devil's contract.
Your lives and all the others' are worth nothing compared to theirs. I would plunge this entire city into the depths of hell in order to protect them...
To make sure they get to live a life of no worries and happiness, as they deserve!Then came the engine’s scream.
The Chain Devil—Skalmöld’s father—rose from the smoke, his magitech holster spinning and glowing until the metal began to tear apart. With one final surge, he drew forth a blade of pure light and gold, too holy for the infernal machine to contain. The device shattered from the effort, fragments scattering like shooting stars.
Skalmold's father utters the following:
You took away my freedom, forced me to fight, to kill countless innocent men.
You took me away from my family, forced me to miss seeing my beloved daughter grow into the fine woman she is today.
You took away her mother, my soulmate.
All of this to get back the souls of your children, the ones you sold away in the first place?!
You said you would do anything to protect your children, well so would I.He hurled the weapon through the air. It pierced the crack in the Asmodeus statue the party had created earlier, igniting Victoro’s fireball mid-cast. The explosion shattered the statue and brought the ceiling down upon Victoro Cassalanter himself.
Judgment Before the Raven Queen
When the flames faded, Victoro’s body, having lost an arm, fell still, his soul drawn into the shadow of the Raven Queen’s domain. There, Skalmöld and her father stood before her throne, joined by the spirit of Skalmöld’s mother. The goddess offered a cruel mercy—the choice of Victoro’s punishment.
Skalmöld refused, her voice breaking. “This choice is not mine,” she said, turning to Tinnitus. With grim resolve, he chose to see Victoro’s soul destroyed.
The Raven Queen, however, intervened. She proposed another path: Victoro’s soul would be split into countless fragments, each fulfilling the Cassalanters’ infernal contract in place of the innocent lives it demanded. In doing so, the souls of the Cassalanter children—and Tinnitus himself—would be spared.
The Aftermath
When they returned to the mortal realm, the fires in the Cassalanter chapel had burned low. Victoro’s body, broken but not at peace, began to stir with something unholy. The story was not yet over—the cost of victory still demanded its due.
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The Devil’s Prodigal Son
The battle beneath the Cassalanter villa had barely ended when a new terror rose. From the remnants of Victoro Cassalanter’s shattered body, a dark mist began to stir. The chamber filled with the scent of sulfur and roses. A voice—smooth, confident, cruel—echoed from the darkness.
“Ah, I would like to thank you all from the bottom of my heart for preparing this new body for me.”
The mist coalesced into a tall figure draped in black and crimson finery. Osvaldo Cassalanter had returned, his soul clawing its way back from Avernus to claim the vessel that once belonged to his father. The transformation was still incomplete—his features shifting and settling into a younger version of himself. A shadowy limb extended from where Victoro’s arm had been severed, flexing like smoke in torchlight.
His golden hair gleamed against the infernal glow of the chamber. When he smiled, it was sharp enough to cut through the silence.
“Should I perhaps feel bad about my father’s fate? No. Not after what he did to me. To us. Isn’t that right, my dear older brother and his merry group of friends?”
The Challenge
Osvaldo’s tone turned theatrical, his movements deliberate, as though performing for an unseen audience. He extended his hands, the air around him trembling with infernal energy.
“Now, as way of thanking you all, I come before you—to issue challenge and offer singular bliss. For it is the sole pleasure I know, and the sole pleasure I have to share.”
Then, with a sweeping bow, he raised his voice in a final declaration:
“If you wish to walk away, I will not stop you. But I know you wouldn’t walk away from performing on this grand stage I have set for you. Let us embrace violence together!”
The Battle of Blood and Shadow
The fight was a tempest of flame and fury. Osvaldo wielded his shadow-forged scythe with grace bordering on artistry, striking like a dancer, laughing through every exchange. His voice carried above the clash:
“I pray this battle doesn’t disappoint me! Give me something to remember!”
But his stolen flesh betrayed him. The strength of his spirit outmatched the body he inhabited. The longer he fought, the slower his strikes became. His laughter faltered. His movements dulled. And at last, with one final flourish, he fell to a knee, panting, his dark weapon dissolving into mist.
“It seems I require more time to get used to this new body. But still, I expected more of you all.”
Mother’s Farewell
As the shadows around him began to recede, Ammalia Cassalanter emerged from the adjoining chamber. Her face was pale and streaked with tears. “Osvaldo,” she whispered, voice trembling, “please… stay. You don’t have to go.”
Osvaldo turned toward her, his expression softening for the first time. “You no longer need to worry for the twins,” he said. “Their souls are safe now. Take care of them. Live your life free of the devil’s shadow.” He then swirls his scythe in the air, creating a portal through which he leaves the stage.
Ammalia clutched a sealed letter to her chest, its edges worn and smudged. With trembling hands, she held it out to Tinnitus.
“Something changed in my husband after his return from the vault,” she explained. “He searched the house frantically until he found this—tucked behind our family portrait. He made me swear to deliver it to a place called The Rosemary & Thyme if anything should happen to him. You—you are the young man who dwells there, are you not? Please, take it. It is all I can do to honor his final wish.”
Her voice broke as she looked down at the letter once more.
“Oh, Victoro, my love… if only I could have saved you—from that devil, from yourself.”
Ammalia then explained the antidote for the poisoned feast—those afflicted needed only to eat from the nobles’ untouched tables to neutralize the toxin. Azerty and Skalmöld’s father remained behind with Ammalia and her children to ensure their safety.
The Call from the Blackstaff
As the party caught their breath, Punko heard a familiar voice whisper in his mind—a message from Vajra Safahr herself:
“Help... he... attack... a trap... destroy Waterdeep!”
The ground began to tremble. Dust fell from the ceiling as distant screams echoed from above. It was as though the entire city were groaning under the weight of some titanic force. If the party hesitated, Amarielle arrived breathless, confirming their worst fears—the Walking Statues of Waterdeep had come to life, wreaking destruction across the city.
Force Grey had already arrived at the Cassalanter estate, joining Emerald Enclave druids and temple priests to treat the poisoned guests. The party exchanged grim glances. They knew where they had to go.
The Fall of the Blackstaff
Racing through the chaos, they reached Blackstaff Tower, where the great spire stood shaking under the strain of uncontrolled magic. The sky itself seemed to warp around it as they ascended. Slobberchops, Vajra’s winged feline companion, led them through smoke-filled corridors and into the Blackstaff’s private sanctum.
There, tragedy awaited. The Blackstaff herself lay lifeless upon the marble floor, her body broken and still. Nihiloor, the mind flayer, loomed over her corpse near the entrance. And at the far end of the chamber stood Albion Dusklight, frozen in shock, his hands trembling.
Before the party could act, Albion lunged toward the fallen staff, shouting a warning. But Nihiloor was faster. The mind flayer’s eyes flashed violet, and with a gesture, the Blackstaff shattered into countless shards of obsidian light, each piece tearing through the air before vanishing into portals across the realms. The walking statues outside stopped in their tracks, their motion severed along with the artifact’s power.
As the mind flayer began to sink into the portal, it dragged Vajra’s body with it—disappearing into the void before anyone could reach them.
Aftermath
Albion dropped to his knees, his voice shaking as he tried to explain. The mind flayer had breached the tower’s inner sanctum—a pocket dimension thought impenetrable. Vajra, realizing the city was under attack, had used the Blackstaff’s power to awaken the walking statues to defend Waterdeep. But something went wrong. Nihiloor had intervened, twisting the magic against her.
“I tried to stop him,” Albion said, eyes glassy with grief. “I was too late.”
The tower fell silent. Vajra Safahr—the Blackstaff of Waterdeep—was gone. The party stood among the remnants of shattered power, knowing that if they could find and reforge the scattered pieces of the Blackstaff, they might yet save her... and perhaps, the city itself.
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The Bifrost Isles
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Preparing for Departure
The dust of Waterdeep had barely settled when Albion Dusklight gathered the party within the quiet remnants of Blackstaff Tower. His expression was drawn, his tone subdued. “The Blackstaff is gone, but her fragments remain,” he said. “I can track them, but it will take time. You, however, will be needed where the first shard has already begun to stir.”
He pressed a simple silver key into their hands. The key’s teeth shimmered with faint blue light, its metal warm to the touch. “This is my magic key,” he explained. “Wherever you are, it can open a door to the Blackstaff’s office. Use it sparingly. The wards will recognize you now.”
With that, Albion bade them a week’s rest to recover, resupply, and prepare for the journey ahead. The choice of where to begin their search was left to them—and they chose the path north, toward the Bifröst Isles, guided by their ally Unknown.
Tying Loose Ends
The week passed in quiet preparation. They walked the scarred streets of Waterdeep, assessing the destruction left behind by the rampaging statues. Craters pocked the cobblestones—one immense footprint lay mere yards from the Trollskull Tavern—but their home stood miraculously unharmed.
The Rosemary & Thyme had weathered the chaos untouched. The House of Inspired Hands and the Temple of Lathander stood strong. But the Old Xoblob Shop had vanished entirely—its storefront replaced by a gaping hole where the building should have stood. It seemed as though it had been plucked from the street by magic.
At the docks, they learned that Zardoz Zord and his Sea Maiden’s Faire had fled the harbor during the attack. Their colorful ships were gone, leaving only empty moorings and gossip of where they might have sailed.
They said their goodbyes to the Trollskull Tavern staff. Francine promised to keep the fires burning and the ale fresh until their return. It was a somber farewell—each of them knew that this journey would take them farther than any before.
The Forging and the Truth
Before leaving the city, Quertex worked alongside Azerty in her workshop. Using the remnants of infernal tech and her old schematics, the two constructed a new weapon based on the Hell Blade Generator. Sparks and molten light filled the room as the arcane engine took form—a weapon humming with infernal resonance. Azerty warned him softly, “Be careful with this one.”
Later, as they rested, Azerty found herself in quiet conversation with Punko. She spoke of her time with the Cult of the Dragon, and her creation of the Gem Eggs—dragon eggs infused with both metallic and chromatic essence, created between 1470 and 1480. “We hoped to forge hybrids,” she admitted, “but none ever hatched. Perhaps it was mercy.” Her words lingered in the air like ash, and Punko felt the faint stirrings of unease about his own mysterious heritage.
Through the Roots
When their week was done, Fafnir led them to the large Oak tree in the Blackstaff Tower courtyard. He placed one hand upon the bark and one upon the earth. The world shifted—colors fading, air thickening—and with a flash of green light, they were gone.
Fafnir called the technique Rootwalking. “It is the old way,” he said, his voice echoing through the twisting void of branches and roots. “A path between worlds, guided by Yggdrasil herself.” “We’ll go to my home,” he decided. “To Alfheim.”
Arrival in Alfheim
They emerged in a vast glade of golden light—Fafnir’s homeland, Alfheim. The scent of pine and frost filled the air. They were greeted by Skadi, the Huntlord and Fafnir’s old mentor, who bowed curtly before them. Their reunion was brief; something had changed in the world, and even Alfheim felt it.
During their stay, a roll of mischief found them—a Fluffokka fell from a branch above, landing squarely on one of their heads before snatching a trinket from a pack. The small creature squeaked triumphantly before retreating into a hammock-like nest woven from its own cotton fluff. Quertex, less amused, tried to shoot it down—but was quickly stopped by Nithgrea. Punko and Tinnitus then managed to convince the fluffy creature to return Quertex's belonging.
Ominous Tidings
They met Vadi, Fafnir’s childhood friend and newly appointed Master Shipwright. Vadi informed them that Loki, leader of the Alfar tribe, had been arrested by the Goliaths and taken to the mainland. More troubling still, the godlike Odin—who performs the Shattering of the Ice each month—had not appeared in over a week. “He’s never missed the ritual,” Vadi said grimly. “Not once. The seas are colder, the light dimmer. Something’s wrong.”
Vadi offered them one of her newest vessels—an Ice Drake boat, crafted from Duergar-forged alloys and enchanted icewood. “She’ll carry you through storms,” she promised. “Especially when I'll be joining you to the mainland! ”
She briefly explains how her master, the previous Master Shipwright, had recently left Alfheim to head towards Nidavellir to hone his craft further with the Duergar tribes.The Voyage to the Mainland
With Fafnir and Vadi aboard, they sailed through frozen waters toward the Goliath territories. The ship glided between floes of ice that glittered like shattered mirrors. Their journey was interrupted by a monstrous roar from below. A massive Skaghval—a twin-tusked whale like creature the size of a galleon—burst from the waves, ramming the Ice Drake with thunderous force.
The battle was fierce but brief. As the final blow was struck, the Skaghval let out a pitiful cry before a colossal serpentine appendage coiled around it, dragging the creature screaming beneath the surface. The waters boiled, then stilled. None spoke for a long while.
Across the Helheim Chasm
As the coast of the mainland came into view, they spotted a distant, towering figure upon the mountains—a giant clad in armor astride a many-legged horse. The figure watched them in silence before vanishing into the mist.
The group soon approached the yawning rift of Helheim, the gaping wound in the sea left by Odin’s battle long ago. Using one of Vadi’s newest inventions, they caused the Ice Drake to rise, hovering above the chasm as a cold wind screamed below. Quertex nearly lost his footing, tumbling toward the abyss, but Nithgrea's quick reflexes saved him. When they reached the far side, hearts still pounding, a solemn silence fell across the crew.
The Lady by the Water
The sun dipped below the horizon as they neared the shore. There, standing knee-deep in the icy surf, was the silhouette of a woman cloaked in shadow and silver light. Her bearing was unmistakable—poised, dignified, and eerily familiar.
It was the Lady Blackstaff.
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Shore of Apparitions
The surf hissed against black stone as the party arrived on the Bifröst shore—and there, for a breath, they saw her: the Lady Blackstaff, a pale silhouette casting something into the sea. Spray took the vision and the beach fell empty. They scoured the rocks and foam for signs—runes, residue, a footprint—nothing remained. Whatever they witnessed left no trace the world was willing to keep.
Parting of Paths
Weighing the omen, Fafnir decided the truth lay beyond their immediate reach. He would consult Albion Dusklight and study the vision’s shape. “Five days,” he said. “Midgard. I’ll meet you there.” With Albion’s Key, he opened a door of blue-white wards and stepped through.
Vadi eyed her boat’s scraped hull. “Too many rules in Midgard’s docks. I’ll berth at Muspelheim,” she grinned. “Then on to Nidavellir to drag my master, Volundr, home by his ears if I must.” She pressed a carved Alfar seal into their hands. “Show this—folk will treat you less like strangers. And avoid that little peninsula—Pufflin burrow. Mostly harmless… until they’re not.”
Road to Midgard
Between Midgard and Muspelheim, the party chose the northern road. To speed their travel, Nithgrea summoned a steed; the earth shuddered and out of the woods stepped a tamed Geyserhorn, steam wreathing its crown of stone spouts. She named it Geisje, and the beast snorted warm mist like a traveling hearth.
Feeling of Being Watched
Every now and then, the party feels like they are being watched from afar.
They spot a large horned owl-like creature in the distance, staring at them even though it seems to be lacking any eyes.
The Weavers’ Cabin
Dusk found a solitary chimney smoking in the wilds. Three sisters—the Weavers—welcomed the travelers to their lonesome hut, fingers busy spinning downy strands of Fluffokka fur into cloth. Supper was simple and kind. The air, however, carried a prickle—like static before a storm. The party set watches.
During Quertex’s vigil, a single thread hung from the rafters. When he tugged it, letters knit themselves along the fiber, sentence by sentence:
“One which parted with the night.
Only your stars remember.
What was broken must not be made whole.
Beware the sun of nothing.”By morning, the thread was only thread again. They thanked the sisters and moved on.
Crabs, Catapults, and a Grand Beak
Farther along the coast, shrill screams cut the wind. They found a smaller Widowcrab locked in a losing battle with a towering Queen. Something in the smaller creature’s posture—clicks like pleas—spoke of help rather than hunger. The party waded in.
In the fray, Quertex—ever the innovator—cast Catapult using a single shoe as ammunition. The impromptu missile struck the Queen like a slap from fate. When she finally fell, the smaller crab shimmered and changed—revealing renowned explorer Irwin Fauna. He stammered thanks and a breathless explanation: research for his next book had gone very sideways.
Ambush! A barrage of net-stuffed snowballs exploded around them—Pufflin warriors of the Snowjabber tribe swarmed, chittering triumphantly. One Pufflin snatched Quertex’s launched shoe and donned it as a helmet with sacred gravitas. Irwin blinked, then whispered, “Buy me time.” He vanished into a cave and emerged moments later as a towering, penguin-like Grand Beak. The Pufflins froze, then fell into prostrations. Reverent and delighted, they escorted their “god” away into their burrow.
Before departing, “the Grand Beak” pressed a signed note into the party’s hands—thanks for the rescue, and a promise to study Pufflin culture (from a safe, divine distance).
Gates of the Capital
By late day, Midgard’s wind-carved palisades rose from the tundra. The gate-warden eyed them warily until the Alfar seal flashed in the light; the gates opened with a groan. They were greeted by Harbard, the Lamentor and second to the Jarl—a tall shadow draped in ritual somberness. He informed them that today was Auril’s Blesstide.
To Tinnitus, the name was familiar—Waterdeep celebrates it as a hymn to Auril. Here, the festival worked like a warding—a communal refusal, a rally of warmth and firelight to keep the Frostmaiden’s spirit at bay.
Market Misadventures and Music
They explored Midgard’s wards, gathering supplies. Quertex attempted—to no one’s surprise—to acquire a single shoe via stealing. The shopkeep’s stare was granite; coin changed hands. Shoe obtained. Balance restored.
At dusk, they joined the throng in the square. Jarl Vingthor addressed the people in a low thunder of words, then summoned the party to his hall on the morrow. Later, Tinnitus tried to introduce the people of Midgard to the music from his flute; confusion became curiosity, then clapping, then dances spun wild and warm beneath the cold sky.
Day’s End
They closed the night in a Goliath tavern, heat of hearth and stew easing the road from their bones. Outside, festival braziers burned against the dark. Somewhere far off, the sea muttered to itself—and the threads of the Isles pulled tight around the travelers who had come to mend what perhaps should not be made whole.
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Whispers Before Dawn
The night following Auril’s Blesstide hung heavy and silent over Skjaldgarðr, the Goliath district of Midgard. Snowflakes drifted down like ash from unseen fires, and the world seemed caught between waking and dream. In the early hours, a soft sound began to ripple through the streets—a low, resonant humming, half song and half prayer.
Those who stirred to listen would hear Unknown, the Dawncaller of Midgard and commander of its nightwatch, singing her ancient hymn to the morning. Her voice echoed through the frosted stone, measured and solemn, marking the passage from night into day.
Not all were content with her melody. From somewhere farther down the street, another voice—boisterous and bright—rose in challenge. Unknown, Midgard’s resident bard and notorious showman, had taken it upon himself to “improve” the dawncall, strumming his lyre and improvising verses between Veyra’s disciplined notes.
For a time, the two sang in opposition: the Dawncaller’s solemn hymn against the bard’s irreverent echoes. By morning, the city awoke not to silence, but to laughter echoing through the frost.
The Frostmaiden’s Whisper
When the first light touched their windows, a sound deeper and louder than before rolled across the city—the Dawncaller’s true song, resonating like a living clocktower, calling Midgard to rise.
One among the party woke with an unnatural chill. Near their bed, frost curled along the wooden floorboards, and resting there was a shard of perfect ice, sharp as glass and clear as starlight. From within, a faint voice whispered in melodic Elvish—The Frostmaiden’s Whisper. The words were indistinct, like hearing a memory underwater.
The Sea Burial of the Lamentor
Downstairs, Harbard awaited, his face pale and lined. “Today,” he said, “we lay my predecessor to rest. You should come. Afterwards, the Jarl will receive you in Unknown.”
The procession wound through the streets, flanked by citizens bearing lanterns. At the harbor, they beheld a small funeral boat carved from white wood, its prow etched with runes of peace. The deceased Lamentor lay within, his face veiled by cloth, the cause of death marked by a strange, neat wound to the skull. “The cult of the Frostmaiden grows bolder,” Harbard said grimly. “They must have new tactics.”
The pyre was lit. Flames licked the figure, and the boat drifted outward toward the fog. When the wind changed, the burning vessel began to glide toward the distant mist of Helheim. The gathered Goliaths bowed their heads, and the party felt the weight of old customs heavy in the air—death here was not an ending, but a passing through ice and fire.
Amid the crowd, a strange movement caught their eyes—a small, twitching shape scuttling across the snow. It vanished into an alley. When they pursued later, they caught a glimpse of an Intellect Devourer, leaving behind shallow claw prints that disappeared near a crack in the northern wall.
Himinháll – The Hall of the Heavens
At the heart of Midgard stood Himinháll, the Hall of the Heavens. Its longhouse roof rose high above the city, crowned by a massive carved effigy of the goat Heidrun, whose likeness loomed against the clouded sky. Inside, dragon-bone beams crisscrossed the vaulted ceiling, and the air was heavy with the mingled scents of smoke, resin, and oiled fur.
The Jarl sat upon his high seat beneath the effigy. The hall was alive with low voices—clan leaders, envoys, and guards murmuring as the party was led forward.
The Jarl’s Decree
Vingthor rose as they approached, his presence commanding and austere. “Much has gone wrong across the isles,” he said. “Loki has been exiled—he destroyed the Gjallarhorn and my Hammer both. For this betrayal, he was forced to guide us to Yggdrasil, where he was chained and left to die. A new Archdruid will be chosen by the tree.”
He gestured toward the vaulted roof, where faint lightning danced within the carved horns of Heidrun. “Since then, our link to Odin has gone dark. Asgard is shrouded in storm clouds, and Odin has missed his Shattering of the Ice—the first time in living memory. None have seen him for over a week. We believe he is angry at the people for the destruction of the Gjallarhorn.”
The Jarl paused, his tone hardening. “A new horn must be forged. But the art of its making… has been lost to time.”
The Runevault
After their audience, the party was permitted to explore the Runevault—an archive of runestones, tablets, and druidic relics chronicling the ancient history of the Isles. Faint blue light pulsed between the runes as if the walls themselves remembered the voices that once inscribed them. What they found there—references to old myths and more recent tales or letters from the people of The Bifrost Isles both.
- A Note to the Council of Midgard
- Chronicles of the Shifting Tree
- From the Journal of Hrold Stoneshield
- On the Nottvulpin
- On the Taming of a Fluffokka
- Song of the Root and Bough
- The Bonehowlers’ Lament
- The Frostmaiden’s Whisper
- The Iceblind Owls
- The Shattering of the Ice
- The Silence in the Snow
Fafnir Missing
It had been five days since Fafnir’s departure, yet he had not returned. Concern growing, the party used Albion’s Key to open the portal to the Blackstaff’s office.
Inside, Albion Dusklight greeted them wearily. “I’ve been trying to reach you through Slobberchops,” he explained with a strained smile, “but the cat despises me.” His expression darkened. “Fafnir came to me days ago seeking counsel. Since then, I’ve felt his presence… shift. I fear he has been taken by the mind flayer. If you find him again, do not assume he’s himself.”
The Trap in the Snow
That night, wandering the northeastern edge of Midgard, the party saw another Intellect Devourer scurrying through the snow. They followed its tracks to a small crack in the city wall and decided to set a trap. When they returned later, something struggled within the snare. Quertex raised a Firebolt—and upon releasing it, saw only a small rat, smoldering slightly in the cold night air.
The others laughed, but unease lingered. For all its humor, the sound of scuttling feet in the snow would not leave them that night.
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