← Previous Session: Session 033: A Tenday Rest in Phandalin
25 Mirtul (Day 61)
Phandalin
- The session begins after the Party's 10-day extended rest and training period in Phandalin.
- The Party has decided that its next destination will be Unknown.
- They intend to investigate the recent uprising among the Spellscarred patients.
- Helm's Hold lies approximately 20–25 miles outside Neverwinter.
- The journey will take the Party along the Triboar Trail to the High Road, past the Wayside Inn, and north toward Helm's Hold.
- The total journey is approximately 70 miles and will take approximately 4–5 days.
- Roughly 1½–2 days to the Wayside Inn.
- Approximately 3 additional days north to Helm's Hold.
- The Party decides not to detour through Thundertree.
- The detour would add approximately 2 days to the journey.
- They will instead take the more direct route toward Helm's Hold.
- Before leaving, the Party confirms that everyone has completed their Level 5 training and attunement.
- Orthanc Hellbringer's Maul has been repaired.
- Ilaverna "Verna" Isalo has successfully attuned to the Gauntlets of Ogre Power and Boots of Striding and Springing.
- Orthanc has attuned to Splitter (+1 Executioner Axe).
- Vala Silverton has attuned to the Spider Staff.
- Vala checks the Party's communal supplies.
- The cart is nearly empty.
- The Party currently has approximately:
- 21 food rations.
- 11 water rations.
- Vala uses the Party's communal overflow money to purchase additional rations.
- Food rations cost approximately 3 sp each.
- Water rations cost approximately 1 sp each.
- Vala does not purchase anything for herself because she is nearly broke.
- "Rig" continues investigating the treasures recovered from Wave Echo Cave.
- She confirms that one of the tiny jeweled boxes is approximately the size of a ring box.
- It originally contained the Tresendar family signet ring.
- The Party prepares the wagon and gathers Meilu and Baby Wolf Friend.
- Meilu has already expressed that she wants to continue traveling with the Party.
- She also believes she may have unfinished business in Neverwinter connected to Gomlee Moonstagg.
- Sildar and Gundren Rockseeker come to help the Party load the wagon and say goodbye.
- Gundren thanks the Party again for everything they have done for the Rockseeker family.
- Gundren and Tharden Rockseeker are alive because of the Party.
- Wave Echo Cave has been reclaimed.
- Although Nundro Rockseeker died, Gundren considers the Party's actions an extraordinary service to his family.
- Gundren tells the Party that the Rockseekers owe them a life debt.
- If they ever require dwarven allies, they need only ask.
- Gundren intends to honor that debt however he can.
- Gundren has already begun arranging for additional dwarves to come to Wave Echo Cave.
- He is contacting:
- Rockseeker clan members.
- Other dwarves from Thornhold.
- Citadel Adbar.
- Citadel Felbarr.
- The incoming dwarves will help:
- Repair Wave Echo Cave.
- Reopen the mines.
- Establish permanent operations.
- Restore mining infrastructure.
- Begin extracting ore again.
- Gundren reminds the Party that they have been given a share in the mining company.
- It will take time before Wave Echo Cave becomes profitable.
- Repairs must be completed.
- Workers must be recruited.
- Mining operations need to resume.
- The Forge of Spells will require substantially more work if it can ever be fully restored.
- Gundren intends to begin distributing small dividends from the operation.
- These will initially be modest.
- They may increase as the mine develops.
- The DM introduces the Bastion system for the campaign.
- One Bastion turn lasts 10 days.
- At the end of each turn, the appropriate rolls determine what happens.
- The Party's shares in Wave Echo Cave will function as a source of passive income.
- The amount of income may increase over time as the mine develops.
- Sildar provides the Party with intelligence recently received from the Lords' Alliance.
- The Lords' Alliance has assigned a Ranger field agent to monitor Bloodshield Keep.
- The Ranger is operating under Sildar's authority.
- The agent is observing the keep and reporting changes in its activity.
- Surprisingly, the Bloodshield clan has not been sending out raiding parties.
- When the keep was occupied by the Cragmaw goblins, it served as a base for raids throughout the surrounding region.
- The Bloodshield clan is behaving differently.
- Instead, additional goblinoids have been arriving at the keep.
- The Ranger has observed:
- Hobgoblins.
- Bugbears.
- At least a few ogres.
- Groups bringing building materials and supplies.
- The Bloodshield forces appear to be repairing and rebuilding the keep.
- Sildar has heard that their leader, Targor Bloodshield, may be attempting to establish his own hobgoblin nation.
- The keep may be intended as a permanent fortified settlement rather than simply a raiding base.
- Vala is horrified by the possibility of hobgoblin nationalism.
- Targor Bloodshield has not forgotten the Party.
- He continues to maintain a blood feud against whoever killed his veteran lieutenant during the Party's assault on Cragmaw Castle.
- The Party is responsible for the lieutenant's death.
- The threat of future retaliation remains.
- However, there is currently no evidence that Targor is preparing an immediate attack on Phandalin.
- Sildar assures the Party that the Ranger will continue monitoring Bloodshield Keep.
- If raiding activity begins, or the situation changes significantly, the agent will report back.
- This information reduces the immediate pressure to deal with Bloodshield Keep before leaving the region.
- Sildar has also reported the Party's success in Wave Echo Cave to the Lords' Alliance.
- Sildar has officially accepted a role as the Lords' Alliance attaché to Phandalin.
- He intends to remain in town.
- He will continue working toward bringing Phandalin into a closer relationship with the Alliance.
- His immediate priority is rebuilding the town and making it safer and more stable.
- Sildar is encouraged by the progress Phandalin has made since the Party arrived.
- He believes it is becoming a suitable place to establish a permanent home.
- Sildar has decided to bring his 13-year-old adopted daughter, Alana Hallwinter, to live with him in Phandalin.
- Sildar hopes they can finally establish a home together.
- The Party is surprised to learn that Sildar has a daughter.
- Vala is not surprised, having already learned about Alana from Sildar.
- Sildar has also secured funding from the Lords' Alliance to hire a chartered adventuring company.
- The company will help:
- Train a local militia.
- Improve Phandalin's defenses.
- Establish a more professional security force.
- The Party asks whether Sildar intends to run for Townmaster.
- Sildar remains reluctant to pursue the position himself.
- He does not appear particularly interested in holding elected office.
- However, he agrees that Harbin Wester needs to be removed.
- The Party briefly discusses other potential candidates.
- Rig suggests that Sluup might run for Townmaster.
- The Party begins imagining Slûûp wearing a little suit.
- Vala is delighted by the idea.
- No serious political campaign is established.
- Sildar advises the Party that if they intend to operate professionally in Neverwinter, they should consider becoming a chartered adventuring company.
- A charter would need to be issued by the appropriate local government.
- In Neverwinter, that would likely require dealing with Lord Protector Dagult Neverember.
- Sildar explains:
- In districts outside Neverember's control, few people are likely to care whether the Party has an official charter.
- Government agencies, major businesses, and other formal organizations will generally expect adventurers to be chartered.
- Obtaining a charter may require the Party to undertake work for Neverember or his administration.
- The Party does not immediately pursue a charter.
- They agree that it is something worth considering if they intend to spend significant time working in Neverwinter.
- While reviewing old records at the Townmaster's Hall, Sildar discovered a document concerning Tresendar Manor.
- The document establishes that the Tresendar family line was believed to have ended after the last son of Lord Tresendar went mad and became a monster following a magical accident.
- The family left behind a platinum signet ring.
- According to the historical property records:
- Anyone possessing the Tresendar family signet ring is recognized as an heir to the property.
- Rig is still in possession of the signet ring recovered from the ruins.
- Sildar informs Rig that this makes her the legal heir to Tresendar Manor.
- He has entered her name into the official records as the new owner.
- Rig is now officially a landowner in Phandalin.
- Vala immediately points out that this means Rig can run for Townmaster.
- Rig is significantly more interested in having a retirement plan.
- She does not currently intend to become a politician.
- The Party jokes about the possibility of Rig and Verna running together.
- Rig considers what she might do with the manor.
- Tresendar Manor can potentially become a Bastion.
- The ruins can be repaired.
- Improvements and additional facilities can be constructed.
- A steward can be appointed to manage the property.
- The manor may eventually produce income or other Bastion benefits.
- Because Rig now owns land in Phandalin, she has a potential Bastion location without needing to purchase additional property.
- Any other Party members wishing to establish separate Bastions would need to acquire property of their own.
- Tomlin Helder approaches Vala before the Party departs.
- He respectfully asks permission to remain behind in Phandalin rather than accompany her.
- Tomlin explains that returning to the ruins of their former home (Everfall Manor) in Neverwinter is not something he wants to do yet.
- He remembers his years spent alone after the Ruining.
- His isolation drove him into heavy drinking.
- He came dangerously close to destroying himself.
- Tomlin admits that he was extremely drunk when he used the teleportation scroll that eventually reunited him with Vala.
- The spell was dangerous.
- His decision could have killed them.
- He is deeply grateful that it worked.
- Tomlin believes he can be more useful remaining in Phandalin.
- Sildar will need capable people to help rebuild and administer the town.
- Tomlin has extensive experience managing a noble household.
- He is skilled in planning, logistics, and practical administration.
- He does not believe he would be particularly useful traveling as a frail older man with the Party.
- Vala agrees immediately.
- She kisses Tomlin on his whiskery cheek and tells him that he can do whatever he wants.
- Rig considers whether he could help her restore Tresendar Manor and considers appointing Tomlin as steward of the property.
- His experience as the head of the Everfall household makes him particularly well suited to the role.
- He could oversee reconstruction.
- Manage workers.
- Keep the property secure.
- Handle official business associated with the manor.
- The Tresendar signet ring could be used to establish authority when conducting official business connected to the property.
- His experience as the head of the Everfall household makes him particularly well suited to the role.
- Tomlin will remain in Phandalin while the Party continues its travels.
- He respectfully asks permission to remain behind in Phandalin rather than accompany her.
- Slûûp is helping load the wagon.
- He is extremely excited to be traveling again.
- The Party confirms that Slûûp will accompany them.
- Verna points out that leaving Slûûp alone in Phandalin would likely expose him to considerable prejudice.
- He is still a goblin.
- Many people would not treat him as an equal.
- Some might attempt to exploit or enslave him.
- Verna reminds the Party that they promised Slûûp he would not be enslaved again.
- Slûûp makes it very clear that he does not want to be a slave.
- The Party confirms that Slûûp is a member of their group and will continue traveling with them.
- He is not their servant.
- He is not their property.
- He is free to travel with his companions.
- Carp Alderleaf approaches Orthanc before the Party leaves.
- Carp is carrying the new sword Orthanc commissioned for him.
- The sword has been made to fit Carp's smaller size.
- Carp is extremely proud of it.
- Carp thanks Orthanc enthusiastically.
- He asks whether he can demonstrate what he has learned.
- Carp immediately attempts a dramatic sword swing.
- Unfortunately, Carp has not actually learned how to use the weapon properly.
- His momentum carries the sword dangerously close to his own foot.
- Orthanc manages to intercept the blade with his leg.
- The sword bounces harmlessly off Orthanc's natural armor.
- Carp immediately attempts a dramatic sword swing.
- Orthanc leans down and pats Carp on the head, telling him that it was a good start, but he needs to learn the basics before he accidentally cuts his foot off.
- Carp agrees enthusiastically.
- Carp announces that he is going to join the militia.
- Carp runs away carrying his sword.
- The Party is somewhat alarmed by the idea of Carp joining a militia before learning proper weapon safety, but assume Sildar Hallwinter has it under control.
- Carp is carrying the new sword Orthanc commissioned for him.
Noon
Triboar Trail
- The Party leaves Phandalin.
- The weather is initially pleasant
- Light clouds.
- Comfortable temperatures.
- A little warmer as spring approaches summer.
- Plant life is abundant along the road.
- The Party establishes its travel roles.
- Verna takes the scouting position.
- She travels ahead of the wagon.
- She watches for approaching travelers, threats, and signs that someone may be following the Party.
- Mosely "Mo" Moonstone serves as guide.
- He uses his knowledge of the region, nature, and navigation to keep the Party on the correct path.
- Orthanc forages for supplies.
- Vala assists him.
- Raemund Faeton assists with lookout and general travel security.
- Rig spends time with Meilu and keeps an eye on the wagon.
- Verna makes a Perception check.
- 18.
- She scouts successfully throughout the morning.
- The Party travels through the first half of the day without incident.
- Orthanc attempts to forage for food.
- Orthanc makes a Survival check with advantage because Vala is helping.
- 15.
- Success.
- Orthanc then searches for water.
- Survival 20.
- The Party collects:
- 13 food rations.
- 2 water rations.
- Orthanc makes a Survival check with advantage because Vala is helping.
- Verna takes the scouting position.
- As the Party continues, they encounter the familiar shrine to Waukeen near the crossroads.
- The shrine is surrounded by golden flowers.
- Earlier in spring, the flowers resembled golden daffodils.
- They have now changed with the season.
- The current flowers are golden tiger lilies.
- Their petals are iridescent.
- They almost look as though they are made from actual gold.
- The current flowers are golden tiger lilies.
- Verna previously collected several of the flowers and put them in her hair.
- She was disappointed to discover that they were not actually made of gold.
- The Party continues along the road.
- During the evening, the winds begin increasing.
- Mo makes a navigation check.
- Nature 17.
- DC 10.
- Success.
- The Party remains on course and makes good time.
- They travel their full 15 miles.
- They are now roughly halfway to the Wayside Inn.
- As the sun begins setting, rain starts falling.
- The rain steadily becomes heavier.
- Visibility decreases.
- The Party decides to find a place to camp.
Evening
Triboar Trail - Campsite
- Rae searches for a suitable campsite.
- Rae initially rolls a Natural 1 on his Survival check.
- Vala uses Portent to replace the poor roll.
- Rae nevertheless begins his search by stepping into a large mud puddle.
- He immediately begins sinking into the mud.
- He concludes that this is not an acceptable campsite.
- Vala has a vision suggesting that they should continue a little farther along the road.
- The Party walks a short distance farther.
- They find a substantially better location.
- The ground is relatively dry.
- The surrounding terrain provides shelter from the worsening rain.
- There is sufficient room to establish a proper camp.
- Orthanc begins setting up the tents.
- Orthanc makes a Survival check.
- 16.
- Success.
- Orthanc uses his strength to hammer the tent stakes directly into the ground.
- He can drive them in with a single powerful blow.
- The tents are assembled quickly and provide good protection from the rain.
- Orthanc makes a Survival check.
- Mo uses Mold Earth to improve the campsite.
- He creates shallow drainage trenches around the sleeping area.
- Rainwater is diverted away from the tents.
- He also raises or shapes the ground to keep the campsite relatively dry.
- He creates shallow drainage trenches around the sleeping area.
- Verna decides to construct a shelter for Meilu and Baby Wolf Friend.
- She gathers:
- Branches.
- Boughs.
- Other nearby vegetation.
- Verna attempts to assemble an improvised roof.
- The structure repeatedly falls apart.
- The branches will not stay tied together.
- The shelter is unstable.
- Verna becomes increasingly frustrated.
- The structure repeatedly falls apart.
- Verna eventually gives up and announces that the animals can simply be wet.
- She gathers:
- Rae decides to build a fire.
- Rae gathers the remains of Verna's failed animal shelter.
- Rae casts Burning Hands to ignite the pile.
- He does not trigger Burnout.
- The failed shelter makes an excellent fire.
- The Party now has a source of heat.
- Rig watches Verna fail to build shelter for Meilu.
- Rig decides to take over.
- She:
- Unhooks Meilu from the cart.
- Uses her net to construct a supporting framework.
- Attaches portions of the net to the wagon and nearby tree branches.
- Stretches a tarp over the structure to form a lean-to.
- Rig makes a Sleight of Hand check.
- 25.
- Success.
- The shelter is extremely well constructed.
- Meilu immediately investigates it.
- She gives Rig an approving shake of her head.
- She walks around beneath the shelter several times, almost like a cat testing a new bed.
- She appears delighted.
- She:
- Rig decides to give Meilu additional grooming as well.
- She uses her new extremely sharp blades to trim Meilu's split ends.
- Rig decides to take over.
- The Party has constructed an excellent campsite despite the weather.
- The camp activity DC is reduced to 5 making most camp activities relatively easy to accomplish.
- Vala checks the Party's food and water supplies and distributes dinner.
- Vala and Mo continue Mo's music lessons.
- Vala spends approximately 2 hours teaching Mo music theory.
- The lesson focuses heavily on time signatures.
- Vala is extremely thorough.
- Mo is required to follow rather involved explanations of musical mathematics.
- Vala believes understanding the theory will help him learn the lute more effectively.
- Mo makes a History check.
- 21.
- Success.
- Mo gains another successful training step toward musical proficiency.
- His music-training progress continues.
- Mo makes a History check.
- Vala intends to introduce him to Martisha Vinetalker at the Wayside Inn because Martisha can provide more practical instruction.
- Vala spends approximately 2 hours teaching Mo music theory.
- Orthanc continues practicing his cooking.
- Orthanc does not want to attempt anything elaborate.
- He decides to roast meat again.
- Orthanc makes a Survival check.
- Natural 20.
- Excellent success.
- The meal is substantially better than Orthanc's previous cooking attempts.
- Natural 20.
- Orthanc skewers the meat and roasts it over the fire.
- It is properly cooked.
- It is not completely burnt / reduced to charcoal.
- Everyone enjoys the meal.
- Orthanc's excellent cooking reduces the amount of food required.
- The Party only consumes half the normal ration requirement.
- Approximately 8 rations are returned to the communal supply calculation.
- The cooking result would also provide an additional Hit Die recovery benefit, but none of the Party members currently need the additional recovery.
- Vala congratulates Orthanc on his successful cooking.
- Verna decides to spend her evening comforting herself by telling herself a story.
- Verna climbs into a tree.
- She settles into the branches.
- She mutters quietly to herself.
- She is attempting to remember something from her life and turn it into a comforting narrative, but struggles to make sense of her own memories.
- Verna makes a Performance check.
- 4.
- Failure.
- Vala offers Bardic Inspiration.
- Verna hears the faint sound of Vala's harp and the music helps her organize her thoughts.
- The result increases to 7.
- The DC is 5.
- Success.
- 4.
- Verna manages to tell herself a comforting story, gaining Inspiration.
- Verna climbs into a tree.
- Rae decides to collect more water from the heavy rain.
- The Party still has its portable water still.
- Rae attempts to assemble it.
- He uses a History check.
- 6.
- Success.
- Rae remembers the assembly instructions Vala previously explained.
- Rae gets the still working.
- Because of the heavy rain, it is extremely productive.
- Rae collects:
- 18 water rations.
- Rig spends time stretching.
- She wants to avoid becoming stiff from the journey.
- She hangs her bullseye lantern to create a comfortable little area for exercise.
- Rig sees Verna sitting in a tree muttering to herself.
- Rig invites Verna to help with the stretches.
- Verna agrees, but unfortunately, Verna is now wearing the Gauntlets of Ogre Power.
- Rig asks Verna to pull hard enough to help stretch her back.
- Verna pulls extremely hard.
- Rig makes an Athletics / Acrobatics check.
- 14.
- Success.
- The maneuver gives Rig an enormous back-crack.
- Rather than injuring her, the stretch makes Rig feel substantially better.
- Rig rolls a d8 for the benefit.
- Rig gains 1 temporary HP.
- Rig considers this a success.
- Her back feels better.
- Verna did not kill her.
- She might even be able to stab someone slightly farther away now.
- Rig rolls a d8 for the benefit.
- Rae helps secure the camp for the night.
- Vala maintains her normal Alarm precautions.
- The Party establishes watches.
- Everyone settles down for a Long Rest.
Mirtul 26 (Day 62)
Morning
Triboar Trail - Campsite
- The Party wakes the next morning.
- It is still raining.
- The rain has continued throughout the night.
- Everyone's temperature / comfort track increases by 1.
- The Party is beginning to become noticeably uncomfortable from being damp for so long.
- Continued exposure could eventually result in Exhaustion.
- They have not yet suffered the most serious mechanical penalties.
- Rig collects everyone's spare socks and puts them in her oilskin bag.
- This will ensure the Party has at least one dry pair of socks each.
- Rig considers dry socks an extremely important component of maintaining morale.
- Mo uses Druidcraft to check the coming weather.
- He rubs his hands together and hums, creating a vibration before opening his palms to reveal the weather omen.
- The forecast is terrible.
- Rain through the morning.
- Much heavier rain around noon.
- Heavy rain throughout the afternoon.
- Severe thunderstorms overnight.
- Mo informs the Party that it is going to rain extremely heavily.
- The Party decides they should attempt to reach the Wayside Inn that evening.
- They are approximately one day's travel away.
- The forecast makes another night camping outside extremely unappealing.
- Vala strongly agrees.
- She already misses being indoors.
- The Party resumes its previous travel assignments.
- Verna scouts ahead.
- Verna makes an Athletics check.
- 23.
- Success.
- The road is becoming increasingly muddy.
- Verna uses her newly attuned Boots of Striding and Springing to travel more efficiently.
- She makes enormous jumps across muddy stretches.
- She avoids many of the deeper puddles.
- She calls warnings back to the Party when she finds particularly bad sections of the trail.
- Verna makes an Athletics check.
- The Party continues through the morning.
- Around noon, the rain becomes torrential.
- Visibility drops to approximately 50 ft.
- The rain is coming down hard enough to obscure the surrounding countryside.
- Scouting becomes more difficult.
- The road is increasingly muddy.
- Orthanc attempts to forage for food.
- Orthanc makes an Athletics check.
- 17.
- Despite the relatively strong roll, the extreme weather makes finding food difficult.
- Orthanc spots a rabbit.
- He attempts to chase it.
- Orthanc rolls a Natural 1 on the follow-up.
- He immediately slips.
- Orthanc falls face-first into the mud.
- He gets back up almost completely covered in it.
- Orthanc finds no additional food.
- Orthanc makes an Athletics check.
- Orthanc searches for water.
- The water still has been rigged onto the back of the wagon.
- The heavy rain makes collecting water much easier than finding food.
- The Party collects17 water rations.
- During the afternoon, the rain continues.
- The Party's temperature / comfort levels worsen again.
- The track increases by another 2.
- The Party is now approaching the levels where prolonged exposure could cause Exhaustion.
- Mo thinks they are still on course to reach the Wayside Inn before needing to camp again.
- Mo makes another navigation check.
- Nature 21.
- Success.
- Mo uses his knowledge of the terrain, and occasionally Mold Earth, to recognize sections where the trail has become obscured.
- Despite the mud and low visibility, he keeps the Party on the correct path.
- Mo makes another navigation check.
- The Party avoids wandering off into the surrounding wilderness.
- As evening approaches, the Party sees the lights of the Wayside Inn in the distance.
Evening
The Crossroads - Triboar Trail & The High Road
- The Party approaches the crossroads near the Wayside Inn.
- The inn is only a few hundred yards away.
- The DM calls for Perception checks.
- Everyone except Orthanc notices something unusual beside the road.
- Near the crossroads is a deliberately arranged collection of stones.
- The stones are:
- Relatively large.
- Placed in a circular arrangement.
- Positioned just off the road.
- Several lightning-bolt symbols have been carved into the stones.
- 3 lightning bolts.
- 2 point inward.
- 1 points downward.
- Rae and Mo recognize the symbol as belonging to Talos.
- Talos is:
- God of storms.
- God of destruction.
- Associated with violent weather and destructive natural forces.
- Talos is:
- The fact that the stones are positioned:
- Near a crossroads.
- Close to an occupied building.
- In the middle of a thunderstorm.
- Makes their presence particularly concerning.
- The stones are:
- Rae makes an Intelligence saving throw and succeeds.
- Rae recognizes what the stones may actually be.
- They are likely:
- Lightning grounding stones.
- These are used by Talos cultists to attract or direct lightning strikes toward particular locations.
- Rae immediately recognizes the danger.
- Rae shouts for everyone to get away from the stones.
- Everyone makes a Dexterity saving throw with advantage.
- Most of the Party manages to move away in time.
- Rae and Orthanc fail their saves.
- Rae was especially close to the stones while examining them.
- Orthanc had not noticed them before the warning.
- A bolt of lightning strikes directly into the stones.
- The lightning hits with tremendous force.
- The stones shatter.
- Everyone who failed the saving throw takes 17 lightning damage.
- Rae and Orthanc are struck.
- The others successfully avoid the blast.
- The stone circle is destroyed.
- The stones are cracked and scattered.
- Some fragments briefly glow.
- A large scorch mark is left in the ground.
- Rae shouts for everyone to get away from the stones.
- They are likely:
- The Party determines that the grounding stones were a one-use magical effect.
- Once the lightning strikes, the arrangement is destroyed.
- It cannot immediately strike again using the same stones.
- Rig investigates the surrounding area.
- Rig makes an Investigation check.
- 20.
- Rig uses her bullseye lantern to search both sides of the Triboar Trail.
- She finds no additional grounding-stone circles nearby.
- The arrangement appears to have been deliberately placed at this specific location.
- Rig makes an Investigation check.
- The Party realizes the Wayside Inn is dangerously close to the site.
- It is entirely possible that:
- The grounding stones were intended to threaten the inn.
- They were intended to strike travelers approaching it.
- Someone is attempting to bring Talos's destructive power against this particular crossroads.
- The exact intended target is not yet known.
- It is entirely possible that:
- Rig collects a fragment of the shattered stone bearing part of the carved rune.
- She considers it evidence of a magical crime.
- The fragment may help identify whoever constructed the device.
- The Party checks on Rae and Orthanc.
- Both are injured and slightly scorched.
- Their clothing and skin show signs of the lightning strike.
- They are still capable of traveling.
- Vala offers to heal them.
- Rae says he will be fine once they reach the inn.
- Both are injured and slightly scorched.
- The Party continues toward the Wayside Inn.
Wayside Inn
- The Party arrives at the Wayside Inn that evening.
- Everyone is:
- Exhausted from the journey.
- Soaked by the storm.
- Uncomfortable from prolonged exposure to rain and mud.
- Meilu and Baby Wolf Friend are taken to the stables.
- The Party arranges a stall for Meilu.
- Baby Wolf Friend stays nearby.
- Martisha is expected to help arrange their care.
- Exhausted from the journey.
- Everyone is:
- Rig is concerned that someone may have placed additional Talos symbols around the inn itself.
- Before going inside, Rig decides to investigate the building's perimeter.
- Mo accompanies her.
- They inspect the stone foundation.
- Several portions of the foundation contain carvings.
- Some are clearly old graffiti.
- Some are names or other marks left by travelers.
- Others are unusual and potentially more concerning.
- The suspicious carvings are not completed Talos symbols.
- However:
- Some resemble the beginning of lightning-bolt runes.
- Several could become Talos symbols if additional lines were carved.
- Someone appears to have deliberately worked on parts of the foundation.
- However:
- Vala calls from the dry porch, asking whether any marks appear particularly fresh.
- It is difficult to determine.
- Everything is soaked.
- The stones have varying degrees of weathering.
- The carvings differ in depth.
- Some have eroded more than others.
- No clear age can be assigned to the suspicious marks.
- As the Wayside Inn has a stone foundation with wooden construction above, The Party recognizes that lightning striking the building could be especially destructive.
- Rig and Mo do not discover any completed grounding-stone circles around the inn.
- Rig, Rae, and Mo share what they know about Talos worshippers.
- Rig recognizes Talos's connection to Umberlee because of her familiarity with the sea gods.
- The Party discusses the group of destructive nature deities associated with Talos.
- These include:
- Talos.
- Umberlee.
- Malar.
- Auril.
- Talos is regarded as the leader of this destructive pantheon.
- His followers honor:
- Storms.
- Chaos.
- Violent destruction.
- The uncontrolled power of nature.
- Talos worshippers are relatively uncommon.
- Those who actively devote themselves to him are frequently dangerous.
- Many are obsessed with destruction.
- They see the destruction of settlements and people as a way to honor or strengthen their god.
- They sometimes mark locations for destruction.
- His followers honor:
- Vala recalls the stories Gomlee and Martisha had share about the Wayside Inn being destroyed and rebuilt numerous times throughout its history.
- The current inn is only the latest version.
- The site has served travelers for centuries.
- Previous buildings were periodically destroyed.
- The Party begins wondering whether the history of destruction at the Wayside Inn could be connected to Talos worship.
- Vala does not want whoever made the carvings to return unnoticed during the night.
- She steps back out into the rain and moves around to the rear of the Wayside Inn.
- Vala casts Alarm around the section of the foundation containing the suspicious carvings.
- She chooses a mental alarm.
- If someone enters the protected area, the spell will alert her mentally.
- She will be awakened even if she is asleep.
- The alarm will not make an audible sound that warns whoever triggered it.
- Vala rolls Burnout.
- Burnout check:
- 2 on a d12.
- Burnout triggers.
- Vala is extremely unhappy about suffering Burnout after stepping back outside into the rain.
- Surprisingly to Vala, the effect is overwhelmingly positive.
- Vala feels magical energy building around her.
- The unstable Weave surges through her body and leaves her feeling unusually capable and secure in her magic.
- Her Burnout die increases to d20.
- The Alarm spell remains successfully cast.
- The Party will now be alerted if anyone returns to the protected foundation area during the night.
- These include:
- Mo examines the suspicious carvings again.
- He tries to memorize their shapes.
- He wants to be able to describe or recognize them later.
- The Party finally heads indoors, entering the Wayside Inn.
- The interior is:
- Warm.
- Dry.
- Comfortably lit.
- Heated by a large roaring fire.
- The common room is moderately busy.
- Approximately one-third of the inn's capacity is occupied.
- Other travelers have also taken shelter from the storm.
- Backes Dunfield is working behind the bar.
- He is cleaning glasses.
- Pouring drinks.
- Attending to the customers.
- The interior is:
- Martisha immediately recognizes the Party.
- She greets them warmly as The heroes of Phandalin.
- Martisha is delighted to see them again.
- She is especially surprised to see Rig.
- The last time The Party visited the Wayside Inn, Vala had been looking for her, concerningly reporting that Rig had disappeared in the night.
- Martisha asks what happened.
- Rig offers a characteristically cavalier explanation of her disappearance.
- Martisha is astonished to learn that Rig was missing for approximately 17 days.
- Rig refuses to interact with the length of time, but mentions being trapped in a well.
- Martisha is shocked that she survived.
- Martisha quickly notices how wet and miserable everyone looks.
- She arranges warming brandy for the Party.
- Martisha also sees the burns on Rae and Orthanc.
- She asks what happened to them.
- The Party explains that they were struck by lightning.
- Martisha is horrified.
- She heard an extremely loud thunderclap earlier.
- She knew lightning struck close to the inn.
- She did not realize the Party was involved.
- Rig informs Martisha that Talos worshippers may be operating nearby.
- Martisha's expression changes immediately.
- The Party explains:
- They found grounding stones near the crossroads.
- The stones bore the symbol of Talos.
- Lightning struck them.
- The stones shattered.
- Rae and Orthanc were injured.
- There are also suspicious carvings in the inn's foundation.
- Martisha is deeply concerned.
- Martisha tells the Party that destructive weather has been increasing around the Wayside Inn.
- At first, she assumed it was ordinary spring weather.
- Severe storms are not uncommon in the North.
- The area has always experienced occasional violent weather.
- However, the storms have become:
- More frequent.
- More destructive.
- Increasingly concentrated near the inn.
- Martisha believes this has been worsening for several years.
- This spring has been especially severe.
- At first, she assumed it was ordinary spring weather.
- Martisha confirms that she is the proprietor who commissioned the current Wayside Inn.
- The inn was rebuilt approximately 30 years ago.
- Martisha hired tradespeople to reconstruct it.
- She has operated it ever since.
- The previous Wayside Inn burned down before the Ruining of Neverwinter.
- Nobody knows exactly what caused the fire.
- It may have been accidental.
- It may have been deliberately set.
- There is no surviving definitive explanation.
- Nobody knows exactly what caused the fire.
- The site itself has a much longer history.
- Many versions of the Wayside Inn have existed over the centuries.
- Several were destroyed.
- The current building is only the latest reconstruction.
- Martisha is aware that people regularly carve their names or other symbols into the stone foundation.
- Caravan guards.
- Mercenaries.
- Travelers.
- Other visitors.
- She has always considered these carvings harmless.
- However, she is much less comfortable with the possibility that some were made by Talos cultists.
- Martisha worries that:
- The building may be deliberately marked for destruction.
- Travelers taking shelter here may be in danger.
- The recent lightning activity may not be natural.
- Martisha cannot think of any personal reason someone would want to destroy the inn.
- The Party discusses possible motives.
- Potential explanations include:
- Talos worshippers simply seeking destruction.
- Bandits or highwaymen wanting to eliminate a safe refuge along the road.
- Someone deliberately preventing civilization from maintaining a foothold at the crossroads.
- Something important nearby that someone does not want travelers or settlements discovering.
- Martisha acknowledges that bandits could benefit from removing the Wayside Inn.
- However, she finds the possibility of bandits cooperating with a Talos cult particularly disturbing.
- Martisha does not want the current Wayside Inn to join the long list of destroyed inns that preceded it.
- She says she may need additional divine protection and will call on Selûne for it.
- As an elf that grew up in Silverymoon, she worships the moon goddess.
- She was familiar with the druids and sacred groves surrounding the city.
- She has always been comfortable with benign nature worship and druidic traditions.
- Martisha already keeps:
- Charms.
- Talismans.
- Other protective religious objects.
- Given the possibility of Talos cult activity, she intends to seek stronger warding.
- Rig remembers her collection of unusual coins.
- She searches through them for anything featuring:
- The moon.
- Selûne.
- Silverymoon.
- Other appropriate religious imagery.
- Rig has approximately 8 unusual coins.
- Some bear markings associated with Tymora and Beshaba.
- Another depicts Umberlee.
- At least one bears ancient Dwarven writing.
- Rig finds a coin Martisha recognizes.
- The coin bears an archaic symbol of Selûne.
- Martisha believes it may be an old Silverymoon coin.
- The design is several centuries old.
- It does not resemble current Silverymoon currency.
- Martisha cannot identify exactly when it was minted.
- Rig gives the coin to Martisha for luck.
- Martisha is touched by the gesture.
- Martisha says that the next time a priest or priestess of Selûne visits, she will ask them to bless or ward it.
- Martisha intends to place the coin with the other protective objects at her shrine to Selûne.
- She hopes it will help protect the Wayside Inn from Talos.
- She searches through them for anything featuring:
- As an elf that grew up in Silverymoon, she worships the moon goddess.
- Potential explanations include:
- Vala tells Martisha that Mo has been attempting to learn the lute.
- Martisha is delighted.
- She offers to help him with practical musical instruction.
- Vala tells Mo that while she has primarily been teaching him theory, Martisha can help with actual playing technique.
- Mo explains that he is still a beginner.
- Martisha assures him that she will not force him to perform for an audience before he is ready.
- Martisha asks why Mo wants to learn the lute.
- Mo explains that he is trying to learn a particular song.
- He does not know the entire song.
- He only has fragments.
- Martisha asks where he obtained them.
- Mo explains that someone gave him the music.
- He does not fully understand what the giver was.
- The figure appeared to be made of moonlight.
- Martisha becomes interested.
- Mo asks whether Martisha worships Selûne.
- Martisha confirms that she does.
- She was raised in Silverymoon.
- Worship of Selûne has been part of her life since childhood.
- Mo shows Martisha the 2 fragments of sheet music he possesses.
- Rig is curious enough to remain nearby and listen rather than immediately leaving when the music begins.
- Mo explains that he is trying to learn a particular song.
- Vala offers to play the song as she and Mo have reconstructed it.
- Vala makes a Performance check.
- She uses Portent.
- Final result approximately 20.
- Vala plays the music.
- Martisha listens intently.
- When Vala reaches the second, newer portion of the song, Martisha suddenly recognizes something.
- She asks Vala to stop.
- Martisha goes into the back of the inn and returns carrying a lyre.
- Martisha begins playing the melody herself.
- She repeats the first 2 fragments several times.
- The music is familiar to her, but she cannot immediately identify why.
- Martisha begins experimenting with the melody.
- She continues beyond the end of the fragments.
- She discovers an additional passage.
- Martisha explains that the melody resembles music historically performed in Selûnite temples.
- The tradition dates back thousands of years.
- She may have encountered the music during her training in Silverymoon.
- Some of it is familiar from the oldest religious musical traditions.
- Martisha believes the song is still incomplete.
- More importantly, she believes something fundamental is missing.
- The song appears to have been intended as part of a duet.
- There should be a second musical line played at the same time, almost as an opposite or counterpoint.
- The missing part appears to complement the melody in a way that changes how the entire piece should sound.
- The Party realizes:
- The fragments Mo possesses may represent only one side of a larger composition.
- Even if they reconstruct the full melody, another simultaneous part may still be required.
- The song may have religious or magical significance beyond ordinary music.
- Mo asks Martisha whether she can write down the missing section she remembers.
- Martisha agrees.
- She takes the 2 original fragments and transcribes the passage she remembers and combines them into a single longer musical notation.
- Martisha gives the resulting sheet music back to Mo.
- Mo now has:
- The original fragments.
- Martisha's additional passage.
- A more complete written version of the melody.
- Martisha suggests several places where the Party might research the song further.
- Possible sources include:
- Silverymoon
- Extensive musical and religious traditions.
- Strong connections to Selûne.
- Candlekeep.
- Large historical and scholarly collections.
- Potential ancient musical records.
- The House of Knowledge in Neverwinter
- May possess surviving religious or musical documents.
- Martisha notes that many records were destroyed during the Ruining of Neverwinter.
- However, the House of Knowledge may still have surviving material.
- Silverymoon
- Possible sources include:
- Vala remembers that Sister Garaele Xil'oama told the Party the Harpers have a strong tradition of preserving history through music and oral storytelling.
- Vala discreetly uses Message to remind Mo of this telepathically.
- She does not want to accidentally reveal Garaele's Harper affiliation in front of Martisha.
- The Harpers may be another source of information about the ancient melody.
- Mo thanks Martisha for her help.
- Martisha gives Mo some practical lute instruction.
- She shows him how to finger and play the newly reconstructed passage.
- Mo can now attempt to play all 3 portions of the melody.
- His execution remains rough because he is still a beginner.
- However, he now knows the notes and basic technique needed.
- The Party has made significant progress toward identifying the song, though its purpose and missing accompanying melody remain unknown.
- Martisha offers the Party a hot meal and rooms for the night.
- She is especially concerned about Rae and Orthanc after the lightning strike.
- She also offers to help provide suitable treatment for their burns.
- The Party arranges food and lodging.
- The cost is approximately 1 gp per person for both food and lodging.
- Verna offers to cover the expense for Vala, who is broke.
- Vala gratefully accepts.
- Vala is nearly out of personal funds after purchasing supplies and scribing spell scrolls.
- Martisha arranges care for Meilu and Baby Wolf Friend.
- Meilu will remain in the stable.
- Baby Wolf Friend will be fed appropriate food.
- Martisha is increasingly accustomed to needing unusual explanations about the animals traveling with the Party.
- Martisha notices Slûûp.
- Vala has been discreetly keeping Slûûp partly concealed behind her skirts.
- She wants to ensure that no one mistreats him merely because he is a goblin.
- Martisha is initially startled.
- She notices that Slûûp is wearing the robes of Oghma.
- The Party explains that Slûûp:
- Is traveling with them.
- Is a cleric / devotee of Oghma.
- Is interested in books and learning.
- Is not a threat to the inn.
- Martisha accepts his presence.
- Rae approaches Verna and produces one of the platinum rings recovered during the Party's adventures.
- He asks Verna to wear it.
- Verna immediately wants to know why he is giving her a ring.
- Rae explains that it is for a prayer.
- Verna is suspicious.
- Rae says it is for a prayer of suffering.
- Verna is still mildly suspicious of this, but warming to the concept.
- Rae further explains that he will be the one who suffers and the magic will allow Rae to take damage that would otherwise be suffered by Verna.
- Verna becomes much more interested once she understands that Rae will be suffering instead of her.
- Rae tells Verna that she will become more resistant to incoming harm and Rae will share the suffering of injuries she receives.
- Verna declares herself Rae's main wife and accepts the ring.
- Rae confirms that it is simply a protective magical arrangement.
- Verna does not seem to listen, but accepts the platinum ring.
- Rae intends to use it to establish the protective ward when necessary.
- Vala is extremely short on personal money.
- She asks Martisha whether she may perform for tips.
- Martisha tells her that the bard's price is always welcome at the Wayside Inn.
- Vala decides to perform.
- Vala makes a Performance check.
- Approximately 22.
- Success.
- Vala plays Unknown
- The piece is an elegant, strongly elven composition.
- Martisha particularly enjoys it.
- The inn is only about one-third full, so Vala does not expect an enormous payout.
- Nevertheless, the performance earns her:
- 6 gp.
- 25 sp.
- 16 cp.
- Vala is extremely grateful for the money.
- Nevertheless, the performance earns her:
- Verna gives Slûûp 1 gp and tells him to throw it into Vala's dress as a tip.
- Slûûp takes the coin.
- Rather than obeying Verna's instructions, Slûûp runs the coin over to Vala and gives it to her properly.
- She asks Martisha whether she may perform for tips.
- Martisha asks where the Party intends to travel next. When Vala tells her Helm's Hold, she freely shares what she knows.
- Martisha knows about Helm's Hold primarily through travelers who pass through the Wayside Inn.
- She explains its history.
- Helm's Hold was originally centered around a cathedral dedicated to Helm.
- Following Helm's death during the Spellplague, the cathedral and surrounding settlement were repurposed.
- The settlement became a major refuge and treatment center for Spellscarred people.
- Spellscarred individuals are often treated with fear and hostility throughout Faerûn.
- In many places:
- They are ostracized.
- Considered dangerous.
- Seen as unclean.
- Sometimes killed rather than offered treatment.
- Martisha believes Helm's Hold represents an alternative.
- The priests and other healers there attempt to:
- Treat Spellscarring.
- Stabilize dangerous magical effects.
- Help afflicted people live relatively normal lives.
- Protect them from persecution.
- The priests and other healers there attempt to:
- Many Spellscarred people live in Helm's Hold voluntarily.
- An entire section of the town is occupied primarily by Spellscarred residents.
- This district is known as Scar Alley.
- An entire section of the town is occupied primarily by Spellscarred residents.
- Martisha explains that not everyone at Helm's Hold is being held against their will.
- Many people choose to remain because:
- They receive medical or magical treatment.
- They have a community.
- They are safer there than in much of the outside world.
- Many people choose to remain because:
- However, the most dangerously afflicted patients may require confinement.
- Some experience severe mental deterioration.
- Some become dangerous to themselves or others.
- Some cannot safely control their magical abilities.
- Martisha acknowledges that the priests at Helm's Hold are attempting to help people who would simply be killed in many other settlements.
- She has heard of the recent uprising.
- A group of the most dangerous patients reportedly rioted.
- Several people were killed.
- An unknown number of patients escaped.
- The full circumstances are still unclear.
- Verna questions why such dangerous patients would be kept alive rather than killed.
- Martisha explains that Spellscarring does not automatically make someone irredeemably dangerous.
- Many people can be treated.
- Some magical instability can be stabilized.
- Patients can return to functioning lives.
- Even Waterdeep is extremely hostile toward the Spellscarred.
- Some are summarily executed.
- Vala seems offended and raises the possibility that Spellscarred people can be highly productive members of society, including individuals holding significant positions of authority.
- Martisha confirms that there are rumors of an important person within Neverember's command structure who is Spellscarred.
- The identity is not publicly confirmed.
- The individual allegedly received treatment at Helm's Hold.
- The treatment was successful enough that they can now live and function normally.
- Martisha considers this evidence that Spellscarring can be managed rather than simply punished.
- She also points out that Helm's Hold continues to exist despite its large Spellscarred population.
- It has not been destroyed by uncontrolled magical disaster.
- Its residents have not all transformed into abominations.
- The community has survived.
- Martisha explains that Spellscarring does not automatically make someone irredeemably dangerous.
- Martisha tells the Party more about the woman currently overseeing the treatment of patients at Helm's Hold.
- Her name is Rohini and she is commonly called Rohini The Prophet.
- Martisha does not know much about Rohini personally.
- However, she has heard that Rohini:
- Experiences visions.
- Claims prophetic insight.
- Has predicted several threats to Helm's Hold.
- Has correctly foreseen some events.
- Rohini has also issued dire warnings about events that have not yet occurred.
- Her reputation therefore rests partly on prophecies that have apparently come true.
- Vala is particularly interested in the Prophet's visions.
- The Party asks whether Rohini should have foreseen the uprising.
- Martisha cannot answer definitively.
- She is not a diviner.
- She does not know the full circumstances.
- She states that Rohini might argue that no diviner can see everything and Vala concurs.
- Martisha explains that the Helmite order at Helm's Hold is still led by Brother Satarin.
- Brother Satarin is a dwarf.
- He converted to the worship of Helm many years ago.
- He remains responsible for the surviving Helmite religious order.
- Brother Satarin has largely given Rohini oversight of the sanitarium and its patients.
- He remains leader of the religious order.
- Rohini is responsible for much of the treatment institution.
- The Helmite order is considerably diminished.
- Helm has been considered dead for roughly a century.
- Few dedicated Helmite priests remain.
- Martisha also explains that several monks and clerics formerly associated with the House of Knowledge in Neverwinter now work at Helm's Hold.
- When Neverember took control of the House of Knowledge:
- Some religious scholars left.
- Several continued their research at Helm's Hold.
- Their work focused on Spellscarring and the Spellplague.
- These scholars are attempting to develop better ways to treat affected patients.
- When Neverember took control of the House of Knowledge:
- The Party now has several potential contacts or sources of information at Helm's Hold:
- Rohini, the Prophet.
- Brother Satarin.
- Former House of Knowledge scholars.
- The patients and residents of Scar Alley.
- The Party asks Martisha whether she has heard anything further about Mount Hotenow.
- Martisha confirms that the mountain has been showing additional activity.
- Reports include:
- Rumbling.
- Small lava flows.
- Increasing signs of volcanic unrest.
- The activity is not yet considered catastrophic, but people are concerned because of the mountain's role in the Ruining of Neverwinter.
- Lord Neverember is apparently seeking people willing to investigate.
- He wants more information about the cause of the activity.
- He wants to know whether another major eruption is possible.
- Martisha does not have any additional useful information beyond the reports already circulating through the region.
- Vala asks Martisha whether she has ever personally met Dagult Neverember or knows anyone who has.
- Martisha has never met him.
- However, she has heard a great deal about him from travelers.
- Martisha acknowledges that Neverember has accomplished significant things in Neverwinter.
- He brought money.
- Resources.
- Development.
- Organization.
- A degree of stability to a city that was approaching complete collapse.
- However, Martisha does not believe his motives are entirely altruistic.
- She considers Neverember:
- Ambitious.
- Avaricious.
- Interested in wealth.
- Interested in political power.
- Rebuilding Neverwinter would benefit both the city and Neverember himself.
- If Neverwinter returns to its former glory as the City of Skilled Hands:
- Neverember becomes wealthier.
- His political influence grows.
- His position becomes increasingly difficult to challenge.
- If Neverwinter returns to its former glory as the City of Skilled Hands:
- Martisha has heard rumors that the The Masked Lords of Waterdeep are becoming dissatisfied with Neverember.
- Large amounts of money have been flowing from Waterdeep to Neverwinter.
- Waterdeep has not seen comparable returns.
- Some of the Masked Lords are reportedly considering acting against him.
- Neverember has now been in Neverwinter for approximately 3 years.
- He has not returned to Waterdeep since arriving with his ships.
- Martisha believes this may be contributing to political instability in Waterdeep.
- The Party thanks Martisha for the information.
- Martisha points out that running an inn gives her access to information many others never hear.
- Travelers talk.
- Merchants gossip.
- People become indiscreet when they drink.
- Especially humans.
- The Party appreciates having an unusually helpful and non-hostile source of information.
Late Evening
The Wayside Inn
- The Party finishes eating and drinking.
- Verna decides to get Slûûp drunk.
- Verna is curious to see which of them has the lower tolerance for alcohol.
- Slûûp is delighted that Verna is paying attention to him.
- Particularly because the attention is not violent or threatening.
- The Party discusses Verna's generally terrible Constitution and the likelihood that she will pass out quickly.
- Vala finds the entire situation extremely entertaining.
- She suggests betting on whether Verna or Slûûp will pass out first.
- Mo thinks the odds are approximately even.
- Slûûp passes out first.
- Verna continues drinking.
- Verna eventually passes out as well.
- The two end up slumped near one another.
- Vala watches the entire thing with great interest.
- She considers their unlikely friendship delightful.
- Verna decides to get Slûûp drunk.
- Rig decides to clean herself up and get dry.
- Later, near closing time, Rig comes downstairs to help the inn staff.
- Rig offers to help:
- Clean dishes.
- Roll silverware.
- Finish general closing work.
- Rig wants Martisha's employees to be able to finish their shifts earlier.
- Cooragh Struckt is particularly appreciative.
- She already handles numerous responsibilities around the inn.
- She cooks.
- Helps with the stables.
- Oversees much of the practical work.
- She already handles numerous responsibilities around the inn.
- Cooragh Struckt is particularly appreciative.
- Rig also helps Backes Dunfield.
- Backes is relatively quiet and keeps to himself.
- He works behind the bar.
- He is not especially sociable.
- The Party recalls that Backes is originally from Luskan.
- He previously told them that he was a pirate.
- He eventually grew tired of the life.
- He recognized that remaining a pirate would probably get him killed.
- He began traveling the roads instead.
- Martisha eventually took him in and gave him work.
- Rig wonders whether Backes might know her father.
- Because of his Luskan background and former pirate life, it is possible their paths crossed.
- Rig considers asking him about it later.
- Rig offers to help:
- The session ends with the Party sheltered inside the Wayside Inn while the storm continues outside.
Next Session → Session 035: Beach Trip! OR A Very Short Conversation with a Very Large Crab