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1 Tarsakh 1471 (Day 6)
Morning
- While considering whether to enter through the cellar door in the ruins of Tresendar Manor, Sildar Hallwinter catches up with The Party
- Carp Alderleaf had been following The Party and kept Sildar apprised of their situation
- Vala examines the note and determines it was written by a noble who was likely educated in Waterdeep
- Sildar looks at the note and thinks the writing is familiar. It seems likely Iarno Albrek may be going by the name Glasstaff
- At Sildar’s recommendation, The Party finds the secret entrance under Tresendar Manor
Redbrand Hideout
- The Party enters into a large, dark cavern with 30’ – 40’ ceilings and a large open crevasse in the middle
- The Party comes across of room with several Redbrand Ruffian drinking and playing dice
- "Rig" attempts a discrete parlay, but the Redbrand Ruffian are in no mood to converse [Combat Encounter Begins]
- Common Room/Guard Barracks Combat Encounter
- "Rig" surprises 4 Redbrand Ruffians in the Common Room
- Rig Surprise Round: "Rig" captures the nearest Ruffian in a fishing net
- While trying to gain tactical advantage on the Ruffians, "Rig" gains the attention of 3 Bugbears in the adjacent Guard Barracks
- Sildar displays his fighting style as brutally efficient – leading with a longsword attack and following up with a shield bash
- Rig, Vala, and Sildar quickly dispatch the Redbrand Ruffians while Orthanc bottles the 3 bugbears in their room by filling the doorway
- The bugbears furiously attack Orthanc and try to overrun him to attack the rest of The Party
- Orthanc displays a remarkable capacity as a meat wall, holding in plae the 3 bugbears working together against him
- Sildar finds a flagon of wine and pours a horn for himself and Vala, who relax in the Common Room
- "Rig" and Vala attempt to communicate to Orthanc through his rage so "Rig" can help dispatch the bugbears, but he is too enraged
- Orthanc methodically hacks the bugbears to death, ending the combat encounter
- "Rig" surprises 4 Redbrand Ruffians in the Common Room
- The Party investigates the Guard Barracks where they overheard the bugbears taunting and assaulting an unknown NPC
- The Party finds Slûûp an adult male goblin, cowering on the floor, tangled in a shit and blood covered blanket, and begging to not be beaten further
- The Party leaves Slûûp in the Common Room, ordering him to gather and organize the loot from their battle with The Redbrands and bugbears
- Slûûp finds a note on one of the Redbrand Ruffians that provides information about the layout of Tresendar Manor, but doesn’t make sense to them
- "Rig" attempts to kick in the door where she suspects Glasstaff to be hiding, but suddenly re-experiences the memory she had previously: the sea salt and honey smell of her mother’s hair
- Vala experiences her previous memory of her first day of training as a seer with her grandmother, Edda Everfall
- The memories are accompanied by telepathic communication from something calling itself “The Guardian of Tresendar Manor”
- Offers information and recommends that "Rig" not kick in the door
- Made an agreement with "Glasstaff" and The Redbrands to let them use its space, but wants to bargain with The Party
- Claims to have been residing in and guarding the caverns since the original fall of the manor, hundreds of years ago
- “Tastes” the memories of others to make contact and communicate
- Orthanc resists the telepathic bond and does not understand that the absence of awareness in the other party members who are communicating
- Slûûp sneaks out of the Common Room to scout the unknown entity
- Identifies it as a Nothic – a twisted aberration created when a wizard or sorcerer is overcome trying to cast powerful, difficult spells
- Describes them as sentient and capable of negotiation, but they can also be extremely chaotic, unpredictable, and potentially very dangerous
- Slûûp sneaks out of the Common Room to scout the unknown entity
- The Nothic offers to help The Party by if they provide it with plenty of fresh corpses to feed on
- "Rig" and Sildar throw 2 Redbrand Ruffian corpses into the crevasse
- After the transaction, The Nothic leaps into the crevasse and begins feeding
- The Party advances to the room north of the crevasse and Vala uncovers and opens a secret door
- The door opens to a small hallway with stairs going down
- At the bottom of the stairs, Vala detects magic beyond the left wall, finds a secret door but cannot open it The Party fails to notice anything at the end of the stairs
- Orthanc stays at the door while the rest of The Party returns to the Wizard’s Workshop door
- Vala, "Rig", and Sildar enter the Wizard’s Workshop, which is filled with notes, scrolls, book, and arcane instruments, and a potion being brewed
Next Session → Session 005: The Battle of Tresendar Manor