1. Journals

Session 019: The Lost Session. Also Necro Pee Stuff. Oh Yeah, The Party Finds Cragmaw Castle!

← Previous Session: Session 018: Bear v Dragon, OR: Hew to Grew, Who Knew?



Mirtul 2 - Mirtul 5, 1471 (Day 38-41)

*No record of the Party’s activities exist for this time period, necessitating some creative extrapolation from the intrepid keeper of record, Sluup*

2 Mirtul, 1471 (Day 38) 

  • After conferring with Reidoth the Druid, the Party returns to the fortified cultist cottage and takes a Long Rest.

3 Mirtul, 1471 (Day 39)

Morning

  • The Party awakes to a clear, sunny morning, perfect for travel. They decide the best course of action is to head straight to Cragmaw Castle to rescue Gundren Rockseeker, if he’s still alive
  • The Party returns to the site where they left Meiluand the horse cart before entering Thundertree
    • Meilu happily greets them and the Party finds that she’s helped herself to food and water rations stored on the cart while they were away
    • Vala has a nice moment scratching Meilu’s jowls and briefly catching her up on the Party’s plans
  • The Party determines that the best route to Cragmaw Castle is to head straight south across the open grasslands, skirting the western edge of Neverwinter Wood
  • Before the Party hits the trail, Vala and Rae have a conversation about informing Sildar Hallwinter as to their plans
  • Verna succeeds on a Scout Check to foresee any potential encounters on the road


Midday

  • High Winds from the north pick up, giving the Party some wind at their back to aid in their travel
  • The Party stops at midday for a brief respite from travel
  • Rae fails to find any food while Foraging but finds several water rations
  • While Rae was out foraging, Vala notices Mo scribbling on his map of the Neverwinter Region and asks him what he’s doing. He explains that he likes to keep records of where he’s been and improve the knowledge of the land around him through cartography. The discussion brings toVala's mind a memory about her father, Lander Silverton.
    • She mentions that in the years leading up to the Ruining, Lander had undertaken a costly and ambitious venture to create accurate maps of the sewers and catacombs beneath Neverwinter, some of which had connections with the Upper Underdark
    • She never determined what the reason was for Lander’s sudden interest in subterranean cartography, but she suspects he was doing it at the behest of some rich, powerful, and ultimately ill-natured party
    • Mo is keenly interested in these maps and Vala offers to show them to him when they visit Neverwinter
    • Vala expresses an extreme disdain for her father, who she believes to have been killed in The Ruining. She mentions that his remains, along with the remains of her entire family are entombed in the destroyed Castle Never
      • In a moment of wondrous inter-species camaraderie, Verna appeals to Vala's hatred of her father and offers to desecrate his body should they ever find it, specifically by soaking it in Wood Elf urine, which some uncultured humans believe glows in the dark
      • Vala mentions that everyone who was in Castle Never during the Ruining perished there and that their remains are all trapped within its walls
        • She also mentions a widely-held belief in Neverwinter that those who died in the castle arose as undead and haunt it to this day
        • This revelation intrigues Verna because in the event that she lives up to her promise, she would have to urinate on the possibly reanimated corpse of Lander Silverton, which may prove a challenge
        • Vernainexplicably continues this line of reasoning to opine on the opinions an undead may have about being pissed on, which then leads her to the immediate follow up thought of whether the undead can think and feel
        • Vala pales at the horror of contemplating her dead mother wandering the halls of Castle Never, fully aware that she is dead and having to deal with that psychologically
        • Before she can continue to spiral down her intellectual rabbit hole, Mo very intently peers into Verna's eyes and firmly states that “No, undead certainly do not” - effectively ending a potentially earth-shattering thought experiment
  • Rae returns in the latter part of the zombie piss conversation and is thoroughly confused


Evening

  • Mo succeeds on a Guide Check to lead the Party’s travel day to the maximum distance travelled, 15 miles
  • As the sun begins to retreat from the sky, Verna notices a humanoid figure ahead, which seems to be sitting approximately midway between the Party’s path and the edge of Neverwinter Wood to the east
    • Verna stealthily moves toward the figure with Mo following at a respectable distance to provide backup if needed
    • The figure remains unmoving, seeming to either not notice them approach or to not care
  • When Verna and Mo get closer they notice the figure is a middle aged human, likely Illuskan, man. His clothes are worn and bedraggled. He is gaunt, with a sallow pallor and eyes sunk deep within his head. The man is barely responsive and delirious, likely suffering from malnutrition, dehydration, and exposure
    • Mo waves his hand near the man’s face and calls out to get his attention
    • The man suddenly notices Verna and Mo and reacts with a start, obviously extremely surprised to see other people
    • He explains that his name is Stanton and he has been living in the Neverwinter Wood since the fall of Thundertree, over 20 years ago.
      • He was part of a group of survivors of the destruction of Thundertree who fled into Neverwinter Wood. They intended to hide, await the destruction of the town, and return when it was clear of threats. However, they were scattered into the Wood when they were met there by the undead hordes of Thay and the vicious plant blights created by the necromantic energy of the Dread Ring
      • Stanton’s family and friends were with him when they fled Thundertree. Some survived the initial onslaught and settled in the Wood, surviving by foraging and using their skills as woodsmen for some time.
      • Periodic attacks by ash zombies and various forms of blights killed or otherwise dispersed the population, leaving Stanton to live on his own in a perpetual struggle to reunite with any of his “kin or kind” that he could find in the forest
      • The closing winter had been particularly harsh, depleting Stanton of his stores of food and water. In desperation, he came out of the Wood to find food and water, but he was too weak to do anything but sit in place and hope someone would happen along and aid him
    • Vala immediately brings Stanton some food and water rations. She informs him about the Party’s efforts to clear Thundertree of threats and about the relative flourishing of Phandalin.
      • She suggests that he travel to one of the two places to live the remainder of his life.
      • Stanton is very grateful for the food and water but does not see a place himself in either the ruins of Thundertree or in Phandalin. He wants to continue his meager existence in Neverwinter Wood because he’s convinced he will find some of his friends or family one day.
    • Verna questions the usefulness of providing temporary reprieve to a man who will likely find his end in Neverwinter Wood in the near future
      • Upon hearing Stanton’s stalwart but extremely questionable decision, Verna finds beauty in the unwaveringly delusional hopefulness of humanity.
    • Mo casts Goodberry and gives Stanton 5 Goodberries to fortify him for at least the next 2 days.
      • Stanton eats one of the Goodberries and finds a sudden surge in health, vigor, and inspiration.
      • Stanton thanks the Party for their aid, expressing his surprise in experiencing the kindliness of strangers after experiencing two decades of loss, trials, and tribulations
      • He wishes the blessings of all of the kindly gods upon the Party and then resolutely heads toward the edge of Neverwinter Wood


Night

  • The high winds of the evening carry storm clouds into the area and it begins to rain as the sun sets
  • Vala succeeds on a Lookout Check to find a safe, defensible campsite for the Party
  • Despite the rain, the Party manages to establish a good camp. Camping Activities DC = 10. The Party spends some downtime at the campsite doing Camping Activities
    • Mo explores the nature magic inherent in Grew, searching for a connection. He senses the change from its destructive magical origins as Hew and the new nurturing magic of Grew, waiting to reach out and bring life to its surroundings. Mo grows closer to attuning with Grew.
    • Vala spends her time researching her Scroll of Misty Step, working to transcribe it into her spellbook.
  • The Party takes a Long Rest without any incident.

4 Mirtul, 1471 (Day 40)

Morning

  • The rain ceased during the night and the Party awakens to a clear sky day
  • Mo casts Druidcraft to gain a glimpse at the weather for the coming day
    • Morning: clear skies; Midday: partially cloudy; Evening: clear skies; Night: High Winds
  • Rae awakens to continued breathing issues - his breaths are raspy and shallow from the damage done by the poisonous green dragon breath
  • The Party decides to continue travel considering they will have ideal conditions
  • Verna succeeds on a Scout Check to gain advanced warning on any encounters on the road


Midday

  • Some clouds begin to roll in and the Party takes an opportunity to stop and rest for awhile
  • Rae succeeds on a Foraging check to find some food rations but is unable to find any potable water
  • While Rae is foraging, Verna notices movement in the Neverwinter Wood, adjacent to where they have stopped
    • Trees and foliage are shaking at random intervals over a width of approximately 100 ft
    • Verna and Mo travel toward the Wood to investigate, whileVala keeps watch over Meilu and the horse cart
    • Verna and Mo advance to within 100 ft of the edge of the forest. Mo whistles and calls out to see if anyone is about
    • The rustling suddenly stops for a brief time, then resumes with much more intensity in a narrower area
    • Verna approaches to within 30 feet of the forest when, suddenly, 5 Ash Zombies emerge and begin ambling toward her
    • 6 additional Ash Zombies follow in a second wave
    • Verna and Mo work together expertly to battle the Ash Zombies by firing volleys of True Strike enhanced crossbow bolts and Starry Wisps into the shambling horde, giving ground, and then repeating
    • Verna and Mo quickly dispatch the zombies and gain 20 XP each


Evening

  • The cloud cover moves out of the region to return to clear skies as the sun begins retreating from the sky
  • Mo succeeds on a Guide Check to lead the Party an additional maximum distance of 15 miles during the travel day


Night

  • High winds pick up as the sun sets and the Party stops to set camp for the night. The Party has reached the point in their travel south where they will have to turn east to enter Neverwinter Wood
  • Vala succeeds on a Lookout check to prepare a defensible campsite
  • The Party sets up an excellent camp, Camping Activities DC = 5
  • Mo and Vala look over Mo's song fragment together and Vala attempts to play it again
    • She managed to not only play the fragment, but also continue it for a few beats
    • When they speak of it, Vala says it feels very old, and Mo verifies that it is
    • Vala lays the fragment over a sheet of fresh parchment and transcribes what she played when she continued it, then hands it back to Mo
    • She notes it does not sound like any kind of music she’s ever heard before and she has no idea when or where it’s from
    • They feel it’s important and will continue their work on it


5 Mirtul, 1471 (Day 41)

Morning

  • The Party awakes to find a thick fog has settled on the area, reducing visibility to 100 ft
  • The Party enters the woods leading to Cragmaw Castle
    • Verna creates a perfect hidden blind for Meilu to rest in with the horse cart while The Party is away
    • Vala gives Meilu good scritches and a carrot while she tells her to kick the hell out of anyone who approaches. 
  • Verna & Mo expertly lead The Party through the woods. 
  • The Party comes upon a large downed tree blocking their path. Each member (including Vala surprisingly enough) easily climb over the 15 ft diameter tree 
    • Vala feels extremely accomplished for reaching the other side without aid and it reduces her stress level
    • When she lands on the other side of the massive fallen tree, however, the ground gives way beneath her feet and she slides into a muddy sink hole
      • Mo attempts to magically carve footholds into the side of the hole and Verna ties a rope around a tree and throws Vala the other end
        • Despite the help of her party, Vala is weak as hell and only makes it half way up before her strength gives out.
        • She ties the end of the rope into a loose loop, sits in it like a swing and pathetically begs to be pulled up
        • Mo drags her up easily
        • Vala is covered in mud and feeling a bit defeated, gaining a little stress back
          • Ain’t that just the way?
          • Easy come, easy go.
  • The Party searches the woods and finds Cragmaw Castle with relative ease. 
    • Mo and Verna “reconnoiter the perimeter” to get a layout of the castle.
    • Mo does some “critter scoutin’ “
      • Mo Wildshapes into a rat and sneaks around the outside of the building
      • Scouts the east side of the castle exterior and finds no entrances but does hear loud, bestial sounds in the south east corner of the castle. 
        • The noises sound like they’re from a beast larger than a wolf, but he’s unsure of its identity
      • Finds a concealed opening behind a camouflaged curtain and enters Cragmaw Castle
        • The room he enters into is piled high with supply crates. There’s a door he can’t open to the east and an open archway shielded by a felt curtain to the south. 
          • Mo looks around the room, hears nothing, and moves into the room to the south
        • In the next room there are doors to the east and west that he cannot open or hear anything through, and another cloth curtained archway to the south.
        • Mo enters the room to the south and finds a narrow hallway with 2 more doors he can’t open, one to the south, and one to the west. 
    • While this is happening inside, Vala has been greeting every rat that walks past the waiting party, assuming it is Mo
      • It’s not! 
        • Verna points out, honestly, this is probably rat racism. 
    • Vala says she’s worried about Mo
      • Verna smiles widely and reassures Vala that “it’s ok if Mo dies”
        • This horrified Vala, and seemingly Rae as well
    • Verna scouts to get away from the smelly humans. Along the west side of Cragmaw Castle, she hears guttural language she cannot understand.
  • With the castle scouted, Mo and Verna return to Rae and Vala and share what they learned and plan their approach.

Next Session → Session 020: Placeholder incomplete

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