Horde of the Dragon Queen

Crit fail drinking games
Roll 20 remote gaming FTW?

We logged on. eventually. Some stuff happened.

Jamna Gleamsilver came to all of you and grabbing Raziel’s bowl of food she fished out a piece of bone claiming that if eaten it would expand inside of you and rip your guts from the inside killing you.

She tells you tomorrow she’ll approach and wants to talk, she doesn’t work for the same people as you but you all have the same objective – stop the cult of the dragon queen.

The next morning she approaches the party as you are heading out. Your conversation with her yields little as she grills you for information. Torin shares the manifest with her. There is legitimate concern amongst the group if she can be trusted but no one seems majorly concerned at that moment. Jamna heads off quickly to talk to other task masters.

The day passes with little incident however the next morning you wake to yelling and shouting. As you all approach the crowd you can see that there are task masters and others crowding around something while some of the cultists have gathered and are yelling at them. As Torin and Eol approach they see a dead cultist body on the ground. Both of them mouth “ohhhhhhhshit”.

As Ellanora approaches the crowd one of the cultists points and yells “IT WAS YOU”. Ellanora quickly realizes that they are pointing behind her at Shimara. The argument proceeds as they accuse Shimara of murdering the cultists. Ellanora attempts to investigate only to blunder in the worst possible way ultimately crying out “it was a dragon that did it” and in the process dislocating the dead cultists arm. As she stands there holding the arm Jake comes forward and passionately monologues in the party’s defense and chiding the cultists.

His speech breaks up the tension and to the surprise of most, everyone disperses.

Torin turns to you all and says “I’m going to find that damn gnome”.

Sure enough as you make your way back to the caravan you find Jamna sitting on Tobun’s wagon next to him. Torin, Eol, and Jamna have a short conversation that yields the manifest back to Torin. Jamna convinces Torin that they don’t need to be friends but that their work together can be mutually beneficial and that he of all people should know how that works. Torin agrees to meet Jamna the morning after arrival in Waterdeep.

Eol follows Jamna after she runs off from the conversation and gives her a strong warning.

That night the revelry is real. With a day out from Waterdeep everyone gets into the vibe. Shimara challenges Ellanora to a drinking game which he eventually wins on what can only be considered a technicality.

But the revelry ends and the next day the caravan after four long months on the road pulls into Waterdeep. The party notices that the cultists head straight for the north side of the city. Carlon tells them he can take them to the safe house on the north side and there they can make plans for the next step in their work to track where the treasure is going.

Carlon brings the party through a variety of side streets keeping to the lesser traveled ways so as not to attract attention to the party and alert the cultists of where they are going. He brings them to a nondescript home in the northern section of the city. The home is actually a kind of private Inn run by a halfling named Eida Hogcollar.

Eida greets you all and opens up the hospitality of the Inn for you. There are baths, rooms for each of you, and when you have freshened up hot food waiting at the table. Over food conversation goes late into the night about what to do next. You are informed that the cultists have been moving treasure through the city for months. Cultists and the cargo get brought onto work calls for rebuilding the road between Neverwinter and Waterdeep (the same job that the ambushed families were setting out to join). However the Harpers know that the cargo never reaches Neverwinter, at some point in the process it simply disappears. It is clear that this is the next step in your mission to determine where this treasure is going.

Eida says she can get you hired on as a work team to head north and that you’ll likely leave in 36 hours (two mornings from now). Amoffel says he’ll stay with Eida to help bolster support of the Harpers for when (if) you return back through Waterdeep. Emma says that she wishes to stay as well as heading north will likely do nothing to help find a solution to her condition. Ellanora is reticent to let her go, while Torin realizes that it will be difficult to complete their mission while continuing to train Emma, she might be a significant liability. And so Ellanora concedes but Torin suggests they reach out to their contact Auda to “keep watch” and “train” Emma in his absence.

The group gets a good night sleep and in the morning Torin heads out to the North gate to connect with Jamna and see what she wants. The rest of the party has 24 hours to make preparations before they depart for the northlands of the Sword Coast.

The return of the barbarian
Shimara's appearance

Standing over the sleeping form of Green Imsa, Torin thought for a moment and then decided “nope”. And went off to a very late bed. He knew there was plenty of road left to Waterdeep# to figure out what to do.
The fact that she managed to steal it from Torin is an impressive feat in itself.
The morning finds the caravan about a 3/4 days ride from Daggorford, the last town on the trade way before they will make it to Waterdeep.
Torrin rounds up the party and explains to them he found the Alchemy Jug in Emma’s sack. Predictably, Ellenora starts determining how to perform an autopsy on her dead body and maybe figure out how she turned green. Raziel on the other hand is shocked at this news and can’t believe that Emma would do it. The party decides that Raz and Eöl Lang will confront Emma immediately. Torrin gives them five minutes before he decides to let his sister run free with her whims.
Raz cuts to the chase with Emma and tells her the party knows she stole the alchemy jug. For the briefest moment Emma feigns ignorance. But Raz presses ever so slightly and she breaks down rooting through her bag to find the jug and running to Torin and falling to her knees with the jug held out like some pseudo-sacrificial offering to a god. Which at that moment she likely believes he is since she thinks he is literally going to kill her.
The commotion of all this begins to attract the attention of the other taskmasters and eyes begin to turn toward the party as the scene plays out on the side of the road.
Ellenora takes matters into her hands and gets Emma up and walking with the party surrounding her.
The party debates back and forth about what to do about Emma and ultimately Torin decides that there really is only one option that will allow him to walk away from this A) without a dead body B) able to do this gig in the future C) with the upper hand – and that is to take Emma on as an apprentice. Eöl and Raz begrudgingly agree as Emma stays alive and in some way does penance for her crime to the party by having to deal with Torin nearly non-stop. They only realize soon after that it is actually Ellenora who will be overseer of Emma and Torin just tries to teach her things.
Torin and Emma spend the rest of the walk/ride to Daggerford discussing basic foot work. And then the group is on the wagon and it is quickly traveling into the largest civilized area they have seen in three months.
The caravan arrives in Daggerford and while the Cultists take up evening residence at Lady Luck Tavern the bulk of the rest of the caravan shacks up at The Dragonback Inn, a quality establishment. Enom Tobun procures rooms for everyone and lets them know that dinner and drinks are on him tonight so be back for dinner at sun down. Emma is given the option to room with one of the guys or with Ellenora, she chooses the latter and the two spend the hour and a half until dinner up in the room together. Everyone else takes time to rest given the long road they have been on.
The party gathers for dinner with Enom who toasts to their incredible work and tells them (not for the first time) that they are the best hired hands he has had on the Trade Way.
As food and drink are being served Ellenora notices across the room a door open, the motion of it catching her eye for some reason. And standing in the doorway is a tall humanoid whose shape seems rather familiar. She gets up from the table pushing past patrons to get to this stranger and as she pulls up close he turns around to look at her and it is Shimara.
Ellenora punches him in the face and immediately follows it with a huge and long hug. She brings him back to the table where Torin does the same thing. Raziel is again shocked. Eöl gives Shimara a cool reception, and while not rude, something about Shimara rubs him the wrong way.
The party spends the rest of the night catching him up, interrogating him about where he has been (to no avail) and trying to piece together what might have happened while he was gone. Shimara has no memory of anything after being pulled through the dimensional door, until finding himself in the Dragonback Inn.
But that night as he sleeps his subconscious mind comes to the surface and he relives memories of what happened, but as he wakes they slip from his mind like smoke through his fingers.
The caravan sets out at first light, but not before Torin has had a chance to go and purchase himself a fine lute, guitar, well crafted and very dainty harp.
As the caravan sets out the party notices that two people have joined the ranks. The first is a man who has actually been taken on the by cultists which is an absolute rarity as they have had nothing to do with anyone besides themselves for all these months. He is a tall human male and wears red robes and looks to be balding, but always has his hood up. It is possible he also has tattoos on his head.

The other is a female gnome who looks like she has seen a few trips up and down the trade way. She is inquisitive as you see her strike up conversations with a few of the taskmasters within the first few hours on the road.

While curious as to why they have both picked up with the caravan at this point, nothing else about the two individuals strikes you as unusual.

The party keeps it chill throughout the day with Torin continuing to instruct Emma, who picks up on things quickly and efficiently.

As the sun begins to set the cultists pull their wagon over and one of them shouts back to the rest of the caravan “SMOKE. FIRE. BIG ONE.”. They let the caravan pass clearly establishing that they will not be helping in this situation in any way. The rest of the taskmasters who use a short hand of words for communicating along the line pull up to about 150 feet from the blaze. Before that Raz sends Freyyr ahead to scout the situation. While there was a lot of smoke Freyyr was able to see that there were two wagons at stop next to the flames on the west side of the road, and a group of humanoids to the east were volleying arrows into the wagons.

The party decided to intervene and as they got closer they found that there were women children and guards under ambush by a group of Hobgoblins. It was clear that within less than a minute the flames would consume the wagons, and unless the party could get them out, the humans taking cover from the volley’s of arrows.
The party quickly split up sending Eöl as a horse to try and ferry people away from the wagons and back to the caravan. Torin took shots at some of the hobgoblins and then conjured an illusory wall to provide visual cover for the guards to get the people out. Shimara waded into battle feeling like he hadn’t done this in awhile, throwing javelins to no avail and ultimately wading into melee. He was backed by Ellenora who went full healer mode and attempted to keep her friends alive and fresh. And Raziel stayed back highlighting hobgoblins with globes of light making them easier targets in the dim twilight and incinerating the archers with well placed eldritch and agonizing blasts.
The tide quickly turned in the parties favor as they picked off a few of the archers and pulled their focus, however as the families emerged from the wagons ready to make a break for the caravan a boy was struck with an arrow killing him instantly. At the same time Shimara, who was taking on a magic using hobgoblin, what appeared to be the captain, and another hobgoblin, critically failed as he saw how close Ellenora was to danger. And while he dropped his weapon he went into full frenzied rage unleashing his acid breath weapon upon the captain bringing him to near death.
With some more well placed arrows by Torin and the hobgoblins down to just three, the Captain executed a defensive retreat, but alas for the humanoids Ellenora blasted the captain with psychic damage from a well placed insult and Torrin took down the magic user with an arrow.
As Torin hopped up on Eöl’s back and began riding over the ridge the hobgoblin could be seen fleeing East. An dual oxen cart lay just a few min ride east and upon inspecting it Torin found a lock box containing 80gp, 9 gems (worth 10gp each), a wand, an unusually large red gemstone, and off to the side of the box was a set of leather armor with nautical symbols etched into it. On the body of the magic user Ellenora found a necklace with 7 red clay/glass balls on it, each a swirl of reds and deep oranges. The necklace looked like it had originally held 12 but some are now missing.
The party got the surviving family members back to the caravan and Torin brought the ox and cart back to them so they could use it for transport, clothing, and food. Shimara waged near the fires which by this point had nearly consumed the wagons to grab the body of the dead boy.

That night the family buried the boy on the side of the road. And as the guards sat around the camp fire with the party they explained they were traveling beyond Waterdeep to find work on the road to Neverwinter. They said that word has spread that Lord Neverember is rebuilding The High Road between Neverwinter and Waterdeep so that trade may be established again between the two cites. And word is that the pay is incredibly good, likely because the conditions are incredibly harsh as the road passes through what is called the Mere of Dead Men. They were on their way there until the fell into the ambush by the Hobgoblins who had dug, and then trapped, a pit in the road. The lead wagon’s horses had fallen in being killed instantly and bringing the wagon nearly with it stopping the one behind them. They told you only moments later did the flames bust up to their left. And then the arrows started raining down. Even now they don’t know how the Hobgoblins so easily and quickly lit a fire behind them only to shoot at them from the other side over a hundred feet away.

The families tell you they’ll take the oxen cart back to Daggerford and recover there, they may still head north eventually but aren’t sure now given what happened.

Everyone gets a long rest that night as other hired hands take guard duty leaving the heroes of the day the luxury of a full nights sleep.

The case of the missing Alchemy Jug
In which the party is given a disheartening surprise

When we last left our heroes, they were in the midst of a battle with four assasins. Ellenora and Torin had taken some strong hits and were feeling worse for the wear while Raziel and Eöl Lang were outside the Inn attempting to get inside.
After blowing open the door and with some solid spell casting by Ellenora, the party was able to get the assasins spilt up and take them out one by one. Three were dispatched to the great beyond, but one managed to slip away in the heat of melee, only to be grabbed and bound by the merchants who saw the disturbance for what it was.
Torin and Ellenora decided that it was best to question this one in the usual manner out back. But she was completely defiant, laughing in the face of the torture doled out by Torin. In the end the party learned nothing about these four or their motives.
Torin quickly searched the four rooms upstairs before the whole caravan came in, but didnt’ find anything of value. It seemed as if these four had came here with nothing and were almost just waiting around for a group like this to come around eventually.
The next morning everyone gathered up their supplies and headed out. With the day and a half of rain previously it was expected to be a slow go. Torin took the opportunity to let everyone leave and do some more in depth searching. In one of the rooms he found above the bed a piece of wood that popped out revealing a shallow storage space. The only thing inside was a piece of paper. Torin took it and upon opening it was sprayed with a powder substance that filled the room. Quickly thinking he held his breath and went to the window to get clean air in his lungs. With prestidigitation he was able to clean the room, the paper and himself off. When Torin returned to the group he was too shaken up to open the paper (instead attempting to con Eöl into opening it), Ellenora gave him shit about it so he handed it to her to look at. In it she saw a single bloody hand print fingers splayed wide. She then showed it to Raziel who thought something about it was familiar.
The next day Torin was badgered by a hafling merchant who wanted to buy the Alchemy Jug off of him. Offering an absurdly low price, Losvious Longnose F76306CB-53D8-4A0E-B5F8-982F68CFFD8B.jpegdidn’t get any traction with Torin despite multiple attempts at persuading him to sell it. The next morning Torin found that the jug was missing. Without a second thought, and with bow and arrow drawn, he confronted Losvius and escalated the situation with accusations of theft. Losvious was having none of it and the very public heated argument ended with Torin convinced it was him. Eöl tried to help by turning into a mouse and searching Losvious’ wagon. But to no avail. The jug wasn’t in there.
The party worked throughout the day to try and figure out who had taken it but could not determine or find the jug.
That night Ellenora worked the crowd around the evening fire attempting to suss out who might have stolen it or knew of its whereabouts. Through some subtle manipulation and cajoling though she was unable to turn up the jug. With few options left Torin took to the dead of night and scouted the camp checking sacks for the shape of the jug. Two individuals sleeping under Emma’s cart drew is attention and as he approached he was convinced one sack contained the jug. The shape of it bulging in the bottom of the bag. He put his hand on it and sure enough could feel the shape of it in the sack. However, it was unclear who was the owner of the sack. Sneaking around to the other side of wagon he looked down closely at the individual and saw one long lock of hair.
And in the darkness Torin didn’t have to wonder if the color of that hair was green…

Two in one
Combining our last two adventures into one log

The early morning fog made the streets of Baldur’s Gate a near silent and hidden place. The party roused before sunrise to meet their employer Enom Tobun at the wagon departure. The group had prepared for the four to six month journey on the road that would ultimately take them to Waterdeep.

The caravan headed out – 8 total wagons in all. Three were clearly the cultists although the only indicator that something was different between them and the others was the distance they kept from the caravan in general – often pulling pretty far ahead on the road and then at night keeping a fire to themselves a bit of the way off.

The early days of travel were through possibly the most dangerous area – The Fields of the Dead. An incredibly old battle happened here and now the region was haunted by all manner of undead. These were the same fields that bordered Elturel and thus why the ever burning light had been created over the town.

The days were quiet and reflective – as if to make too much noise would attract the dead. A level of tension hung over the group every night, mild but ever present.

One evening while sitting around the fire Raziel struck up a conversation with a woman who was completely green, head to toe, teeth, eyes, everything – green. Her name was Imsa. Everyone called her Green Imsa. Raziel spent the next few nights talking to her and learned that she was traveling to Waterdeep to see if there was a wizard or priest who could remove this malady from her. While she felt no pain, and was not inhibited in any way by the color of her skin, the sheer fact that she did not fit in at all to human society was clearly a detriment. Needless to say, Raziel could understand her plight. They talked of his upbringing in Menzoberranzan and his trials in escaping his evil kin.

Each of the party decided to while away the boredom of the days by focusing on self improvement. Ellenora decided to teach a stash of exotic birds – being transported by Own Evenmor – to speak crude and lewd remarks on cue, under the guise of admiring the birds of course. Eöl Lang has decided to befriend the horse of Tobun and is improving his animal handling of such a creature having spent little time with pack horses such as this. Torrin is learning to play an instrument??? (Need to confirm) and Raziel is making friends (No idea what you were working on?)

Over the course of a few nights Ellenora sees the budding relationship between Raziel and Imsa (who he has nicknamed Emerald [Emmy?]). And being someone who never lets an opportunity pass her by decides to get back at Raziel for his attempted “help” in dealing with her grief of losing Shimara.

She and Torrin plan to get Isma and Raziel raging drunk and then (somehow) get them to wake up next to each other the following morning – implying that they perhaps slept together. The plan is rough-shod and per usual will be improvised as it goes. The drinking commences and Torrin and Raziel actually compete in a drinking contest. The two proceeded to get highly intoxicated (although Raziel fared much better due to his Elven race). Through some delicate navigation of charisma Ellenora was able to get Isma to drink and yet what started as a prank become a fascination as Isma opened up about her story.

The youngest of five sisters, her family lived on the outskirts of Baldur’s Gate, her father was a coal miner fueling the industry of the city with raw materials. One day while Isma was home with her father (her mother had taken the other four girls to Baldur’s gate to attempt to trade goods) an older woman arrived and spoke to Isma’s father. Isma didn’t hear the whole conversation but the words that stood out were “you’ll pay” and “you’ve been warned”. Isma looked out her window to see the woman leaving the house heading toward Baldur’s Gate. They never saw her again. However, the next morning when Isma awoke she found herself in her current “green” state. Her family was incredibly upset and at first thought she was responsible – perhaps dabbling in some kind of witch craft, but her sincerity came through and eventually her parents spent their little savings trying to find a cure for her from those in Baldur’s Gate, but to no avail. And so now she has been shipped from home – it was her idea – alone to find help in Waterdeep.

While the plan worked somewhat (people got drunk) the plan never got the two of them actually to sleep next to each other. But Ellenora is a patient one.

Surprisingly the caravan made it through the field of the dead with zero incidents. They were less lucky as they came upon the Trollbark forrest. While passing through a relatively narrow area the party was ambushed by Ettercaps and Giant Spiders. These two creatures often work together to snag horses from the passing caravans and haul them off to eat them. A battle ensued and the heroes dispatched the creatures with minimal complication, a guard of another caravan was killed unfortunately but such is life on the road. Torrin made a fiend of the other guard (Jake) who had jumped into the fray to fend off the creatures.

The time passed as it does on the road with stories at night, Raziel and Ellenora becoming increasingly interested in Isma, and days traveling along. About two months into the trip the caravan pulled up short as they found a man buried in the middle of the road up to his neck. The word “OATHBREAKER” written on his forehead. The caravan, including Ellenora and Torrin, say leave him for dead, but Raziel refuses and eventually convinces a few, including Tobun, to dig him up. The caravan wants nothing to do with him and say his is Tobun and the crew’s problem now. As Raziel walked him back to the wagon Eöl Lang noticed that he had the sign of the Harpers tattooed on his upper shoulder. Once they get him settled and rested Eöl shows him his carved necklace of the Harper order.

The man’s name is Carlos Amoffel and he explains that he was on a nearly same mission as they are, tracking the stolen loot north. Unfortunately, the cultists became suspicious of him. Amoffel passed information to another Harper at a roadside inn, and members of the caravan witnessed the meeting. The cultists manufactured a story that he was passing information to bandits. The merchants were unwilling to kill him outright, but they’re willing to leave him buried in the road and “let providence decide the man’s fate”.

A few days later the caravan awoke to terrible weather. Brutal rain pouring down all day and completely slowing progress to a crawl. Luckily by that night the caravan was able to reach an inn. The heroes and Tobun went in to secure rooms for the caravan while the rest of the caravan prepped for an overnight stay. Unfortunately they were told there was not room. However, looking around the rather small inn, the group only saw four individuals – who looked to be a judge and clerks from either Waterdeep or Baldur’s Gate. This group of four kept snickering and laughing and suggesting that the groups enjoy their sleep on the wet ground outside. Torrin, in no mood for this level of bullshit, made the judge smell as if he shit his pants. Things escalated quickly and the group found themselves fighting not a judge and three clerks but a group of skilled assassins.
With Eöl and Raziel outside and the door barred they used their powers to blast it open and draw out two of the assassins. Just as things were starting to look bad inside, Jake came running to help.

The Druid
Sometimes the best laid plans...

The morning brought with it a hunt. Bright and early. The party set out with Ontharr to hunt elk. All three noticed that Ontharr brought no bow, no weapons in fact other than a hunting knife.

Sure enough once the hunt was on it was apparent that Ontharr intended to grapple an elk and kill it by hand. Which he did.

The part headed back with Ontharr to discuss meeting that evening about serious business. When they arrived Loesin showed them into a nondescript back room where food and many carafes of red wine awaited along with a much less jovial Ontharr.

Getting straight to the point Ontharr and Loesin encouraged the party to work with both their orders (the Harpers – Loesin / Order of the Gauntlet – Ontharr). Their goal was simple – the understanding and ultimately elimination of the cultists and their summoning of Tiamat.

Your exploits in saving Leosin and retrieving the map/manifest have shown that you are adept at infiltrating their organization and dealing with them. And so they have asked that you help their cause.

The characters begrudgingly agreed and were surprised when they were told that a fourth member would be joining their ranks. Loesin introduced Eöl Lang a druid whose family was massacred by kobolds. As a member of the Harpers he brings potential resources and allies necessary for your tasks.

The party was instructed take the boat to Baldur’s Gate along the Chrointhar river. It was a three day trip with little fanfare. Once arriving at Baldur’s gate they were to make contact with an Order of the Gauntlet member and get themselves onto whatever caravan the cultists were also heading north with.

Concocting a plan to send Eöl into the thick of it, after days went by the group finally got their chance to send him to the cultists who were seen loading cargo in the northern section of the city. Meanwhile Torrin was able to establish work for pay with a taskmaster heading out with the next day with the same caravan.

Unfortunately things did not go as planned as Eöl was unable to keep his story straight and although he looked the role of cultist aroused suspicion from the other members who sent him packing. He headed back to the group and was able to have Torrin add him to the cadre as hired muscle for the what was probably a six month trip north to Waterdeep.

The long walk to Greenest and eventual departure.
Taking over a city ain't all its cracked up to be.

Waking to find that the caves were not in fact a nightmare and that indeed Shimara was no more, the group of adventurers began the slow walk back to Greenest.
Upon their arrival Mayor Nighthill informed them that Leosin Erlanthar was no longer in the town and had traveled north to Elturel.

But Nighthill would speak no more of it until the group was rested. He was deeply saddened by the loss of Shimara and in a potentially desperate move to not seem impotent as a mayor, declared a celebration in his honor that evening. But before that he wished to meet with the adventurers and learn of both their exploits and what information they uncovered in the caves.

Having rested the group met with Nighthill in is quarters where they revealed the map and the manifest found Frulam Mondath‘s quarters in the cave. Nighthill understood that the map showed the cult moving West and then North to Baldur’s Gate. He informed the group that Leosin Erlanthar requested the group travel with haste to Elturel to meet him. Horses, tack and harness, had already been paid for and prepared in advance. Reticent but not seeing a way out of helping the group agreed to travel the 200 mile, 6 day journey north after resting and honoring their friend that night.

In a ploy to ingratiate himself to the local populace Torrin went out to the town and began handing out money to families to help rebuild. Never a selfless action, the money was mostly earned from bets placed on Shimara’s original fight with Langdedrosa Cyanwrath at the Keep. Additionally Torrin knew that if his merchant contacts arrived the money would ultimately be used to purchase supplies from them, of which he would inevitably get a cut.

Like all good plans sometimes things go awry. Torrin’s benevolent actions led the townsfolk that night to foist upon Torrin mug after mug full of ale to the point of inebriation that a Dwarvern bar wench would find insulting. Nighthill announced that a statue of Shimara would be erected in the town square and he was named The Hero of Greenest. Ellenora took the opportunity to bring the crowd to tears with a heartfelt song of remembrance that was extra personal.

Never the one to turn down an opportunity for mischief, she had her brother stripped and tossed in jail for the night. When he finally awoke everyone had a good laugh at his expense and just as he thought it couldn’t get worse the sounds of his merchant contacts’ wagons was heard in the distance. With the cosmic joke coming to conclusion, Torrin was ushered by his sister and Raziel back to the room to sleep off the alcohol.

As Elenora lay sleeping Raziel cast an illusion on her attempting to soothe her pain over Shimara’s loss, but by next morning it was clear that it had the opposite effect and only created a rift between the Drow and Half-Orc.

Torrin, despite an amazing hangover, haggled with his contacts over the percentage of his take of the con. They landed on 80% (to Torrin) of all merch sales on this first round of goods sold
90% (to Torrin) of all merch sales on 2nd round when it would be clear more supplies were needed.

And with that the group put their backs to Greenest and set out towards Elturel.

Surprisingly, the group encountered little to nothing on the six day journey and so the time was spent with Elenora making Raziel’s trip as uncomfortable as possible.

As the 5th day came to a close the ever burning light of Elturel came into view. A singular star / sun like glow over the city that radiated at all hours of the day to keep back the undead who populated the lands to the north.

Upon arrival the group immediately proceeded to the town’s major church, to inquire about the Paladin Ontharr Frume, whom Nighthill had said was the reason for Leosin’s leaving Greenest.

The group is encouraged to look at the gnome graft, as Ontharr could usually be found there. The adventurers set out, and while bigger than Greenest, Elturel was still a small town compared to the larger costal cities. They found the tavern easy enough and upon entering had no problem locating Ontharr – a ring of townsfolk gathered around him as he held “court”. With him was Leosin, who took the time to introduce Ontharr and to provide you with lodging via the tavern. You each took to your rooms to dust off the road from your backs and then coming back down to the main tavern were invited to participate in some “games” with Ontharr.

An arm wrestling match between Ontharr Frume and Ellenora was the first. Always the opportunist, Torrin, quickly dispatched the potion of giant strength into Ellenora’s drink and then proceeded to work the crowd with a game of odds knowing full well that it was certainly rigged in his favor at this point. Sure enough Ellenora made short work of Ontharr easily besting him with her right and left arm.

Ontharr took it in great stride and clearly enjoyed the game more than than the outcome. He turned to Torrin and, brining in a proxy named Vincent, led the entire congregation to an archery training area just behind the tavern. While Torrin attempted to best Vincent, his sister worked her skill and tried to drudge up some bets amongst the townsfolk. Unfortunately, Torrin didn’t fare as well as his sister in his challenge.

Having enjoyed some games Ontharr, the group, and the townsfolk headed back to the Tavern to spend the rest of the night swapping tales of adventure and learn of the groups recent exploits – edited of course by Elenora so as to be seen in the most flattering possible light.

With that the hour grew late and the adventurers headed to bed, not certain of what the next day would bring, but sure that that Ontharr would make it interesting.

Plumbing the depths...
... but not without loss

Having made it back to Greenest with Leosin Erlanthar in tow and much worse for wear the party is only given hours to recover from their escape.
Leosin and Gov. Nighthill send for the group. Their request is that they head back to the camp of the cultists to watch and investigate. Leosin in particular wants to know if they pack up and leave where they are headed, he also wants confirmation of what he suspects is going on in that encampment.

Torrin suggests it is a bad idea and that the party should simply be on its way. But the group is persuaded by Leosin and Nighthill, 150gp a piece helps convince the group that it is worth their time.

Ellenora decides to dress them all as women and march them straight into camp. When they arrive however, they find that there isn’t really much of a camp left. The group encounters some hunter mercenaries who are heading out on daily runs to capture game and bring it back. They seem to have no affiliation with the cultists and basically ignore the party until directly confronted. At which time they revealed that they care very little what the group does so much as they leave the mercs alone.

A large cave opening is the only area not explored by the party during their first round at the encampment. And so it is with a bit of trepidation they head into the maw.

The group quickly dispatches two sentries guarding the entryway. They head down a set of stairs only to come upon a room filled with fungus. The fungus is nearly waist high and as Shimara heads down the stairs he triggers a trap that dumps him to the bottom of the stairs and right into a set of purple fungus. These barely intelligent creatures begin to attack but the party handles them and after surveying for more heads through the room.

A large cavern opens up with high ceilings. The group sees that there are hundreds of bats in this room. Everyone attempts to move quietly through so as not to disturb the colony but Raziel trips and sequels as he hits the ground sending the bats into a frenzy. Unfortunately for the party hidden among the bats were blood sucking stirges. The stirges latch onto the adventurers and despite their efforts they are difficult to remove because of the chaos of the bats. The party crawls back the way they came getting separated for just a moment when Torrin realizes that heading down the stairs no one is with him.
As the group reunites they are able to get the blood suckers off them and killed. Only to realize that right around the corner is a large contingent of kobolds and flying kobolds. Apparently the party came upon the kobold barracks as some are sleeping and they all appear to be lazing about. That all changes as the players engage in battle with them. Becoming overrun and needing a new tactic Ellenora holds up her arms and shows the (fake) cultist tattoos that she applied to her and the parties arms. The moment of truth of her art skills comes true as she and Raziel negotiate a cease battle and the party is able to retreat from the room and try to head somewhere they can lick their wounds.

As the crest another stair well they are greeted by more kobolds and a significant pit from which they hear growling. The party attempts to pull another fast one on the dim-witted kobolds but unfortunately it doesn’t pan out. One of the kobolds attempts to take off and only through Freyr does Raziel realize that he is going for Langdedrosa Cyanwrath who must be somewhere in the caves. The steely nerve of Torrin manages to pull off an amazing bow shot taking down the Kobold before he can alert their nemesis. The party dispatches the remaining three kobolds quickly and tucking into the corner of the room beds down as best they can posting watch while they get some much needed rest.

The group pulled themselves up and feeling slightly more mended, but not necessarily fully recovered, prepared to continue exploring the caves searching for indication of what was, or is, going on. Ellenora tried to convince the party (mostly her brother) that it would be a good idea to take the time to train the Guard Drakes to see if they could use them against the kobolds. The room they were in contained loops on poles, chains, and a gate to keep the drakes down below. It suggested that these drakes were being trained in just this way but of course to serve the cultists needs. Ellenora she could accomplish the same task but the group decided to press on and leave the drakes for someone else to deal with.

Raziel sent Freyr down the hallway through the bat room to another room to scout ahead but unfortunately Freyr ceased communication after coming in contact with something. The party moved quickly to see what had happened and upon inspection discovered that what appeared to be a curtain made of large leather strips was in fact a trap. Barbed hooks had been sewn on the insides of the leather and coated with a mild poison. Freyr, while not dead, was badly injured and would need time to recover. The group found a battered pole arm that the kobolds must use to move the curtain when passing through. The room beyond was nothing more than a cold cellar. Dead carcasses hung on hooks around the room and some had fallen to the ground. Much of the meat was either past its prime or nearing that state. However, there were some more recent kills that had been stored here. And needing no more inspiration than that, Ellenora lugged a small elk carcass over her shoulder and headed back the way she came determined to train the guard drakes. The party given little incentive to refute her now followed.

The group spent the next few hours as Ellenora worked her animal handling and musical prowess on the guard drakes, taking each through a series of tasks to instill trust and understanding between her and the beasts. The rest of the party maintained a high state of tense alertness, watching for any sign to put the beasts down. After a few hours Ellenora was able to control the drakes and summoned one out of its cage. With the beast in tow the group set themselves back down the stairs to the kobold barracks determined to finish the job they started and find out what was in the treasure chest they’d spied in the room.

The encounter now found the party with the upper hand as they unleashed a guard drake into the fray, and taking a more cautious approach, found a battle formation that favored them (put the tank in front instead of the drow). The made short work of the kobolds with the guard drake at one point laughing itself into a kobold and eviscerating it on contact. Ellenora sensing the beasts blood lust commanded it to sup on the remains of the kobolds while Torrin looted the chest. While nothing glamorous the party was now in possession of the kobolds’ entire savings and earnings from the raid on Greenest and likely other small towns the cult had sacked.

The adventurers left the guard drake to its feast and headed back to grab another of the indispensable creatures before heading down the set of stairs Torrin had nearly gone down when the party was under stirge siege. At the bottom of the stairs opening into a decorated and minimally furnished room stood Langdedrosa Cyanwrath. He actually seemed overjoyed at the chance encounter especially because of Shimara still being alive.

Cyanwrath was flanked by two humans who at first glance looked highly primitive but turned out to simply be berserkers like Shimara. Acting quickly Raziel launched a mental phantasm at Cyanwrath and managed to hold the Dragonborn at bay in a state of fear as his mind was assaulted by a banshee. This gave the others the chance to dispatch the berserkers who put up quite a fight landing multiple blows on Shimara. When Cyanwrath broke the mental illusion his rage was profound and he immediately tried to take out Raziel. But again the Drow came through and shattering the crystal they had found on the road together prior to arriving near Greenest, he summoned an air elemental who pummeled Cyanwrath and together with the party felled the foe.

Upon inspection of the room, the party realized it was a mini shrine to the five headed dragon goddess Tiamat. The art was crude and further inspection revealed a swath of primarily black dragons which upon speculation made sense as Rezmir who the party had seen commanding forces outside of Greenest’s keep during the raid was a black dragon born. One large chest sat near the shrine and being no fool Torrin used his mage hand to disarm the trap and open the chest revealing pearls, a ring, and a pouch with masterfully cut and polished gems.

The party, now on high alert searched the room only to find a hidden tunnel in the south west corner of the room leading straight up. A ladder was attached to the tunnel allowing Torrin to climb up and see what was there (after Freyr, who had recovered enough to scout said it was “soft”). A rug sat on top of a trap hole. As Torrin lifted it just an inch he could see feet walking out of vision. He came back down and the party decided to try their luck heading east.

In the largest room they had encountered thus far the party found another caged pit. In the caged pit they discovered were three what appeared to be eggs. Dragon eggs. Raziel without hesitation destroyed one. This angered Ellenora as she felt that the group, emboldened by her success with the guard drakes, should take the eggs and raise the dragons as their own to fight on their behalf. Shimara warned against it and as they were arguing Raziel was hit with a rock followed by a glue and fire bomb lobbed from some kobolds hiding in the far eastern part of the room. The group also realized that in the pit were more guard drakes and what appeared to be a Roper. Ellenora communicated with the Roper who was mostly bored by the ongoing skirmish but did snap out a tendril to kill and eat Ellenora‘s guard drake. After taking out some of the kobolds Shimara headed into the pit to try and deal with the guard drakes. However, just as the party was attempting to help him the Roper grabbed him and in a burst of speed fled the room through what could only have been a magical portal. The roper’s words “this has all been interesting but now it is time for me to go and I’m taking this one with me” echoed in the now silent chamber.

Ellenora went into a state of shock as she screamed and battered the wall trying to get to Shimara. Neither Raziel nor Torrin could snap her out of it. Unfortunately for the now diminished party Elenora’s wails did not go unnoticed and a pack of kobolds came storming into the room to asses the situation. Torrin and Raziel managed to bring some of them down and eventually Ellenora was able to pull herself together and help the group. With the loss of their friend the party decided to expedite their search for information and proof on what was occurring in the camp. They doubled back hoping to head up to the hidden tunnel only to find Frulam Mondath waiting for them in Cyanwrath’s chamber. She had little to say as did the party, their emotions still raw over the loss of Shimara. Mondath took a few big hits right off the bat but managed to summon a spectral blade that worked its way through the party eventually cutting down Torrin who fell to a heap unconscious. Elenora and Raziel were able to take down Mondath and Elenora managed to heal her brother and bring him back to consciousness. She then proceeded to take Cyanwrath’s dagger and deface the body of Mondath in a gruesome display of violence.

Meanwhile Torrin snuck up to Mondath’s chambers and managed to pocket a map and numbers ledger proving the work of the cultists and showing where they are headed. Peeking around the corner Torrin discovered 15 soldiers, clearly the human barracks and adhering to the Rogue’s credo snuck away to fight another day.

The party worked their way back through through the tunnels and despite hearing noises didn’t encounter any additional creatures before making it out of the caves and into the former encampment.

Weary and with heavy spirits the group pushed through until sunrise putting as much distance between the caves and themselves as they could. Exhausted the collapsed on a sparse mound that provided some cover and good visuals so they could rest before heading back to Greenest one member less than they set out with…

Infiltration and Extraction
When in doubt throw the dragonborn under the caravan.

In our last episode, our heroes, having easily dispatched the party of Kobolds and Humans, continued toward the encampment of the raiders. As they neared the camp they were quick to catch on that a rearguard had been established outside of the camp boundaries. They were able to take down the rearguard with little trouble and decided to don cultist outfits in order to infiltrate the camp.

Their camp was sent into the basin of a depression. It was high rock walls on the North, South, and East sides. The ground sloped upward however the further East into the depression one went. Clearly moving further in also revealed a certain hierarchy to the raiders camp. Kobolds and peons worked the outer western edge while presumably the captains camp (and perhaps Langdedrosa Cyanwrath) occupied the highest eastern-most point.

The parties entrance was going smoothly until Shimara was spotted as the solo battler of Cyanwrath. Ever quick with her mouth Ellenora called out that she was bringing this prisoner in and offered up Shimara to the raiders. Torrin and Raziel were told to report to the barracks while Ellenora was brought to Frulam Mondath’s tent. Shimara meanwhile was brought before Mondath at the commanders tent. Shimara tried to smooth talk his way out of it but unfortunately was sentenced to death.

As night began to set Torrin and Raziel catch wind on the rumor mill that the big half dragon is tied up with the other important prisoner on the south bluff. They head off to save their friend while Ellenora charms her way out of Mondath’s tent and meets up with them. The important prisoner is none other than their quarry Leosin Erlanther, the half elf monk, who is looking much worse for wear. He informs the party that he deliberately got captured to learn more about what the raiders were up to. The party manages to dispatch the guards and free both Shimara and Leosin. However a patrol group discovers the guards bodies and sounds the alarm. Torrin however manages to steer the party up the bluffs and out of the camp and sets a quick pace back for Greenest.

Our last session of 2015

Our last session four our four adventurers persuaded into seeking out the speculated camp of the raiders. After provisions had been made, they set forth Southeast toward rockier terrain. The raiding party was easy to track. By midday the adventurers had stumbled upon a small group of kobolds and humans and decided to eliminate them. Easily dispatched the adventurers discovered little about what lay ahead.

Hells Bells
or Potions of Invulnerability FTW!

… as we part the veil of reality

Our heroes having just pushed a blue dragon from its prey find themselves begged by governor Nighthill to head back out into Greenest to rescue villagers trapped in the sanctuary of Chauntea.
Reluctant to help after sticking out their necks already, but even more reluctant to sit by and let innocents be slaughtered, the groups heads back through the secret passage and follows the river southeast.
The Sanctuary sits on a small rise and as the heroes approach they observed three patrols. One working a battering ram on the front doors, one group patrolling around the building looking for weaknesses, and a final group trying to force their way in the back door.
With little time for planning the group considers a desperate hail mary move to put Torrin up on the roof hopefully taking out cultists with arrows aplenty.
However, no sooner does Torrin try and scale the building he finds it impossible to climb. In an act of selflessness rarely seen by his sister, he downs a potion of invulnerability, then using the bottle and some oil creates a molotov cocktail and launches it at the squad battering down the front door.
This certainly gets their attention and with some luck also pulls the patrol group circling the building. Torrin takes off running back into town luring as many baddies as he can knowing that they can’t hurt him for at least a minute.
Meanwhile Ellenora, Raziel, and Shimara try to take out the patrol working the back door. They also stumble onto a bit of luck when the supposed leader of this raiding group turns the corner and pulls the bulk of the group around to the front of the building. Using a little known kobold lullaby she picked up years ago, Ellenora manages to pull the stray kobolds within range of Shimara and Raziel who handily dispatch them.
Things look good for Torrin when he trips up a bunch of pursuers with a bag of marbles but turn for the worse when two ambush drakes get him on the heels. While it doesn’t hurt he does trip and finds his foes amassing around him. He quickly gets out of the situation and makes it into a ransacked home. A little more home made pyrotechnics and some ninja like timing lets him leap out the back window while his pursuers earn 3rd degree burns for their poor house call.
Having cleared the way Ellenora manages to entice those inside the sanctuary to open the back door. With the help of Eadyan Falconmoon, a half elf priest of Chauntea, the three are able to usher the hostages out of the back of the building while the recollected group of cultists begin battering the front door down yet again.
As Torrin returns battered and tired, he and Shimara quickly eliminate the battering ram threat at the front door. Finally losing morale for this fight the few stragglers attempt to flee only to be done in by Shimara‘s skill with power tossing large objects.
The heroes usher the hostages through the river and back into the secret passage where they are added to the safety of those in the keep.
Just as they are looking to take a seat and catch their breath a horn sounds from outside the keep’s walls. Rushing to the upper walls the heroes, Escobert the Red, Nighthill, and the collected guard see the cultists amassing outside of the gates. What is first taken as a possible attack on the keep is quickly transformed into something darker as a 7’ Blue Dragonborn called Langdedrosa Cyanwrath emerges from the crowd.
He calls to the keep to send out the best warrior they have or he will murder in front of them three children and a woman, all of whom are the family of one of the guards. No sooner is the call for a duel made then all eyes turn to Shimara. Except for Ellenora who in a desperate move to shift the odds in the party’s favor tries to intimate Cyanwrath, but to no avail.
As Shimara makes for the gates Ellenora gives him the potion of giant strength and inspiration with a kiss on the cheek.

Cue AC/DC’s Hells Bells

Shimara steps out to the field in front of the keep ready to do battle. Cyanwrath in a show of good faith releases the children but holds the woman hostage until the battle is over. He is given his great sword, a hulking two handed blade of death. His eyes turn to Shimara and the battle begins.
Both combatants land significant strikes but Cyanwrath pulls his ace out of when he doubles down on his turn and having landed two swings with his sword opens his mouth and blasts Shimara with a bolt of lighting in the center of the chest. Shimara falls unconscious and lays still on the ground.
The woman is released as Cyanwrath is a “man” of his word.
With that he turns and he and all of the raiders leave Greenest. Priests rush out to grab Shimara‘s body but are clearly pushed aside as Ellenora gets to him first and pulls him back into the keep.
The keep’s clerics set to work on him and after a few minutes Shimara’s eyes flutter open and he says one word “Quiklana”, before passing out again.
As the sun rose Ellenora drags all of the party into a single room, lays everyone down, and locks the door.


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