← 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.
  • 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:
  • 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.
    • Tomlin will remain in Phandalin while the Party continues its travels.
  • 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.
    • 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.


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.
  • 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.
    • 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.
  • 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.
  • 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.
    • Verna eventually gives up and announces that the animals can simply be wet.
  • 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.
    • Rig decides to give Meilu additional grooming as well.
      • She uses her new extremely sharp blades to trim Meilu's split ends.
  • 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.
    • Vala intends to introduce him to Martisha Vinetalker at the Wayside Inn because Martisha can provide more practical instruction.
  • 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.
    • 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.
    • Verna manages to tell herself a comforting story, gaining Inspiration.
  • 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.
  • 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.
  • 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 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.
  • 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.
    • 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.
  • 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.
  • 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.
  • 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.

  • 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.
  • 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.
  • 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.
    • 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.
    • 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.
  • 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.
  • 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.
    • 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.
    • 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.
  • 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.
  • 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.
  • 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.
    • 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.
  • 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.
    • 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.
    • 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.
    • 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 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.
  • 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.
    • 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.
  • 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.
    • 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.
  • 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