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Session:  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15                                                               Thistle’s Journal

 

Session 1          In which…

 

Aramil Sanciere, a wealthy merchant and member of the Waterdeep nobility, is taken from Book Street by a gang of kidnappers.  The adventurers witness this and act quickly to intervene, but they are harried by three of the rogues while a further two escape into the city sewer system with Aramil Sanciere. 

 

The party, at the behest of Madame Sanciere, pursue the kidnappers into the tunnels beneath Waterdeep with the “aid” of an eccentric vagabond named Snick.  Snick guides them into the sewers, but as soon as the party becomes separated Snick transforms into a wererat, attacks and seriously wounds Jeena. The creature also wounds Arizair before being killed.

 

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Session 2          In which…

 

Palarnus and Arizair scout ahead and discover an opening into some natural caverns, perhaps the lair of the kidnappers? With their party weakened they decide to return to the surface for healing.

 

Fearing that they may have contracted lycanthropy, Jeena and Arizair visit the House of The Moon to request treatment with belladonna, commonly known as wolfsbane.  Unfortunately Arizair is almost killed by the highly toxic poison and the priests of Selune resort to expensive spells of restoration in order to save his life. Arizair is now indebted to the church of Selune.

 

Healing acquired, the party visit with Julianne Sanciere to report their progress and request some advance payment to assist with their costs.  With an advance of 500 gold dragons Madame Sanciere demands that they return with haste to the tunnels under the city to rescue her husband.

 

The party enter the natural caverns beneath the sewers to find two caves in which the kidnappers made their hideout.  They discover the kidnappers dead and no sign of Aramil Sanciere, only a tunnel into the darkness beyond.

 

Coming to a further cavern the party encounter goblins, they have stumbled upon a small goblin lair.  The first encounter does not go well for the party and they are almost defeated, but they manage to vanquish the goblins and continue on into the darkness.

 

Passing through a fourth cavern and then a fifth they encounter more goblins, but this time they manage to dispatch the goblin combatants with relative ease.

 

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Session 3          In which…

 

Moving further into the goblin lair the party leave the natural tunnels to enter some rooms of intelligent and ancient design.  They progress quickly to the room of the goblins’ leader and with surprise and the initiative on their side they swiftly destroy the goblin leader and his 3 lieutenants.

 

The party find a beaten, tortured and unconscious Aramil Sanciere in a nearby room, his goblin guards having abandoned him to flee into the underdark with the rest of the inhabitants of the lair.

 

Beyond two sets of heavy stone doors the party discover a large circular crypt with five funeral biers around its northern wall and a huge statue of a seated elven lord in the centre of the room.  Immediately five skeletal occupants animate and attack the party.  The skeletons are soon turned by Eryn’s holy presence and cower, unable to attack the party.  Discovering their weapons near-useless against the skeletons the party resort to using the bludgeoning morning stars taken from the defeated goblins.

 

With the skeletons destroyed the party discover that there is something under the statue.  It takes all six of them several attempts to move the statue to reveal a stone slab underneath, with what appears to be a huge keyhole inset. Ancient writing on the slab is largely indecipherable, but the party manage to discern some reference to The Key of Giluvar. They also learn that the rooms in which they stand are remnants of the city of Aelinthaldaar, the long buried capital city of ancient Illefarn.

 

The party return to the surface with Aramil Sanciere, who rewards them handsomely for their efforts.

 

Eager to research their discovery, the following day the party acquire a book, A History of Illefarn Kingdom of Elves.

 

That night while resting in the tap-room of the Black Well Inn, their recreation is disturbed as a halfling comes crashing in through the window, thrown through by a brutish half-orc who climbs in through the window after his quarry.  As the half-orc proceeds to beat the halfling, the half-orc’s companions, a human man and human woman enter the inn with weapons drawn.

 

Caldiir, quickly recognises the halfling as Kiro, an old friend.  Tandrik, stands to address the half-orc and his companions, “unhand him!”

 

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Session 4         In which…

 

A fight breaks out between the party and the three newcomers, bounty hunters charged with Kiro’s arrest.  It soon becomes apparent that the party are more than outmatched and an uneasy truce is called as the party and Zalania, the leader of the bounty hunters, try to avoid unnecessary bloodshed.  Meanwhile Kiro has escaped.

 

It emerges that the impetuous Kiro has stolen a diamond worth 10,000 gold dragons from Lord Belabranta and the bounty hunters have been charge with bringing Kiro before Lord Belabranta.  The bounty hunters leave to continue their hunt and shortly after Kiro returns after being apprehended by Arizair.

 

Kiro informs the party of his predicament, he did indeed steal the gem, but when he realised its value he got spooked and sold it to wizard named Emilgar the Arcane for a mere fraction of its value.  If the gem is not recovered then Belabranta will have Kiro’s head. Kiro persuades Caldiir and his grudging friends to try to recover the diamond for him and save his life.

 

Visiting the harsh Lord Belabranta, the party earn Kiro ten days grace in which they should find the diamond or too become subject to his wrath.

 

From the Watchful Order the party learn that Emilgar the Arcane recently left with his adventuring companions, The Company of the Bold, for the Sword Mountains in search of adventure in the ruined Fortress of Gorstag Trollsbane.  The party have no choice but to pursue.

 

Two days travel out of Waterdeep and the party arrive at the fortress, largely collapsed and partially sunk into the mountain.  Entering the ruins they soon encounter a hideous tentacled creature that lashes out at Caldiir catching him by surprise and almost choking him to death.  They efficiently slay the choker and make ready to continue…

 

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Session 5         In which…

 

In the lair of the choker the party find the corpse of a cleric of Lathander, recently dead and assumed to be part of the Company of the Bold.  The party continue their exploration of the ruined fortress finding evidence of adventuring parties that came before, albeit unsuccessfully. 

 

Soon the party encounter a large, crawling caterpillar-like creature with eight writhing tentacles and a gaping, carnivorous maw.  Quick to react the party manage to destroy the attacking creature before harm can befall them.

 

Venturing forth into what was once a large hall of the fortress, they find it exposed to the elements and overgrown with plants and vines.  The party explore the room, perhaps without due caution, until suddenly vines snake out from a large plant and begin to attack them.  The vine takes the offensive and seems to catch the party on the back-foot and Caldiir is soon seriously wounded and out of the fight. Arizair and Palarnus break free from the vine and demonstrate their fighting prowess enough to take down the strange carnivorous plant, but not before Caldiir’s wounds prove fatal. Caldiir is dead.

 

Next the group discover a small shrine to the god Torm.  Further into the ruins they explore several empty areas until they come to a room with an adjoining stairwell.  In the room is the dead body of Emilgar the Arcane, clawed and beaten to death and stripped of his belongings.  No sooner do the party enter the room when a strange and captivating song is heard from the stairwell.  The party feel the enchantment of the song attempt to take them, but fortunately all find the will to resist but for one, Palarnus.  The fighter is drawn into the stairwell where he is attacked by a strange, winged creature with the body of a crone and reptilian legs and claws.  Unable to defend himself, Palarnus’ armour serves to protect him from the creature’s attacks.  Jeena the Bard begins a song to counter the effects of the harpy’s enchantment, helping Palarnus to break free and destroy the creature.

 

Within the nest of the harpy the party find most of the wizard’s belongings, including that which they seek, the diamond.  The size of a child’s fist, the diamond is unusual in that it is of a cloudy black hue, unlike any other diamond. 

 

The group debate the wisdom of returning the diamond to Belabranta, fearing that it may be something more than meets the eye.  Eventually, understanding that their lives probably depend on it, the party decides to return the diamond to Waterdeep and Lord Belabranta. Belabranta agrees to cease his hunt for Kiro and dismisses the group from his property.

 

Resting at the Safehaven Inn the group are approached by a boy, a messenger, who gives them a letter.

 

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Session 6         In which…

 

The party follow up on Zalania’s letter and go to Snake alley to meet her; but not before they are joined by a new comrade, Rhade, a tracker and trapper from near the Neverwinter Woods. In the Alley they find Zalania dead, sitting in a pool of blood, she has been run through with a sword and in her mouth has been thrust a Harper pin.  Examining the scene the party find that she has scratched the words “Dripping Dagger” into the earth.

 

Visiting the Dripping Dagger Inn the party persuades the keeper to allow them into Zalania’s room – it has been ransacked, but underneath a loose floorboard they find Zalania’s Journal.

 

Meanwhile research involving the book, A History of Illefarn Kingdom of Elves, reveals some crucial information.

 

The party decide to hire a ship to take them to The Isle of the Sea Witch in search of the Key of Giluvar. They hire the pinnacle Emerald Princess, captained by a hardy veteran sea-captain named Kaligar Grimm.

 

Three days later they put to sea heading for The Whalebones.  During their first night aboard the Emerald Princess the ship is boarded by a group of Sahuagin raiders. Gaining the initiative, the party slay the intruders in a matter of moments.

 

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Session 7        In which…

 

After a four day sea voyage the party arrive at the Isle of the Sea Witch.  They put to shore in a rowing boat and conceal the boat for safety.

 

The party decide to bear west heading for the hills suspecting that there may lie the location of the sea hag’s lair.  Shortly into the journey they are attacked by three ape-like creatures with leathery, bat-like wings protruding from their backs.  The creatures prove tough opponents, but are soon beaten.

 

As the group reach the foot of the hills they discover the long-dead body of a paladin of Tyr, rotted and decayed with strange centipede-like creatures crawling from the skull.  Spying two cave entrances in the hills above the party decide to head towards them.

 

As the party reach a steep, scree -covered incline on the hill, they are again attacked by the strange winged apes.  This time there are four, and the fight proves to be more of a challenge, so much so that Jeena almost looses her life, save for the magical healing of her comrades.

 

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Session 8       In which…

 

As night falls the party fall back into the forest to take an uneasy rest for the night. At dawn the group venture into the lower of the two caves where they encounter more winged apes, but having learned from their previous combats the party manage to destroy the creatures with relative ease.

 

The party then enter the cave above which leads into a cavern complex that rises three levels. They encounter little combat in the caves which show signs of being the lair of the sea hag.  They find a rancid pool, in which writhing zombie-like creatures are suspended from rusting iron chains.  Eryn attempts to use here powers to destroy the creatures and although they are clearly repulsed by her holy presence, her power is not enough to defeat them.  Choosing not to venture near the pool, the party leave the restrained creatures where they are.

 

Rhade easily manages to pick up the hag’s tracks in the sand-covered caverns and the group track her to her habitation cave on the 3rd level.  The party blunder into the cave with little thought for tactics; horrified by the hideous appearance of the hag Eryn feels her strength begin to drain away, the rest of the party uneasily shake off the supernatural effect.

 

Arizair immediately advances to attack the creature, but in retaliation she fixes him with her evil-eye. Unable to summon the will or the stamina to resist her attack, Arizair dies a horrible and agonizing death.  Palarnus too manages to wound the creature, but then also finds himself under the gaze of the monster’s evil-eye; Palarnus survives the attack, but is rendered dazed and inactive.  A magical arrow of acid fired from the fingertips of the wizard Tandrik finally kills the creature. 

 

In her lair, they find that which they seek; the Key of Giluvar in an ornate wooden chest buried beneath the sand.

 

Exploring the 3rd level of the caves further they find an exit that seems to lead outside on to a beach, the sound and smell of the ocean pervading.  But the outside is different; the sky is kissed with a purple hue, an indigo sun casting a mysterious purple haze all around.  Disturbed by the purple haze in their eyes, not knowing whether it is day or night, tomorrow or the end of time, the party choose not to venture out into the strange world. 

 

Tandrik suggests that before them is the opening into another plane of existence, but he is unable to determine where.

 

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Session 9       In which…

 

The party return to the entrance to the caves where they encounter a half-drow who claims to have been sent to them by Eilistraee.  The half-drow informs them that the Emerald Princess has been destroyed by a ship called The Red Scourge, chartered by Lord Bellabranta from Skullport.  A large landing party has also put to shore in search of our adventurers.

 

After deliberation, the party decide to escape the caves and skirt around the northern perimeter of the island in search of a rumoured portal leading to Faerun.  With Palarnus unable to fight the party are forced to hide from a close call with The Red Scourge’s landing party and manage to evade them. 

 

Later the group discover a hidden hall covered by the mountainside with an enclosed area of worked stone exposed.  After a while Rhade manages to dislodge a stone from the wall, breaking into the room within.

 

The following morning the group complete their excavation of the wall and enter the secret hall.  There they are confronted with a long sealed chapel with an alter before a large bronze idol of a dragon, four large braziers of gold stand on pedestals in the hall.

 

The party is attacked by the statue which animates when Eryn lifts one of the braziers from its pedestal.  The animated statue is clumsy an the party manage to evade its attacks for the most part, but Palarnus is wounded twice and relies upon the healing powers of Eryn to keep him in the fight.  On the other hand the bronze statue proves difficult to damage, but eventually Palarnus, wielding his mighty greatsword, prevails.

 

Continuing their journey around the perimeter of the island they come to rest at the end on the day.  During the night they are attacked by six pirates - members of The Red Scourge’s landing party.  While the pirates are no match for the party and are easily neutralised, it seems that the six are merely an advance party as more of the enemy approach.

 

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Session 10       In which…

 

It soon emerges that the advance group of six pirates was a distraction to allow Trunko and Gorr, Lord Belabranta’s henchmen, to lead more pirates upon the party.  Gorr, the rogue, manages to position himself behind the party, and in a surprise attack he flanks Tandrik and brings the defenceless wizard down with a mortal wound.  This time the battle is long and challenging, the pirates harrying the adventurers while Trunko and Gorr provide a real and tangible threat.  Palarnus fights valiantly to hold back Trunko and in spite of his opponent’s greater skill Palarnus succeeds in preventing him from attacking the rest of the company.

 

Meanwhile the rest of the group concentrate on defeating the pirates and Gorr, eventually Gorr is defeated and Tandrik is restored to action as Eryn once again calls upon her divine power to cure him.  Tandrik’s redeployment proves fortunate as the wizard combines his magic with Palarnus’ martial prowess to destroy Trunko.

 

The company wander the island for two further days until in the midst of the forest they discover a mysterious fountain spring with a golden chalice resting upon its wall.  Immediately as Rhade descends the steps into the spring a group of skeletal guardians materialises within the pool and begin to attack.  Eryn, cleric of Selune makes easy work of the undead as she brandishes forth her holy symbol and calls upon Selunes favour to destroy them.

 

The party suppose that the spring is likely the portal they seek, and as one-by-one they drink from the chalice, they vanish from the island; the golden come each time returning to its place.

 

They stand within a circle of stones, set upon a soft mossy island floating upon a marsh.  The immediate patch of land appears to be safe, but beyond, as far as the eye can see is the dark, foggy, perilous marsh of the Mere of Dead Men.  Before the party stands what appears to be an ancient stone structure, a long hall, three open archways are its entrance.

 

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Session 11      In which…

 

With night falling the weary party seek shelter inside the ancient hall. Their rest is disturbed as they are attacked twice by groups of lizardfolk from deeper within the complex.  The lizardfolk are soon defeated, but shortly after, the deep sound of a drum rumbles in steady rhythm below.

 

Unable to rest the party explore further into the structure, following a deep stairway they come to a stone door.  Rhade searches the door but fails to locate the trap within.  As the false door is opened, a metal rack springs forward firing arrows in all directions. Many of the party are struck and injured by the missiles, and magical healing is used.

 

Rhade finds two secret doors in the left and right sides of the passage, from the left side the drumming seems louder and so they venture through.

 

The come into a large habitation room occupied by 10 lizardfolk, including the drummer.  The party proceed to attack the lizardfolk and showing no mercy, soon the lizardfolk are dead.

 

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Session 12      In which…

 

Having slain all the inhabitants of the temple the party explore further.  They find an altar room seemingly dedicated to some kind of Yuan-ti deity – here they discover a secret compartment which drops snakes upon them from above.

 

Leaving the temple the party discover a corridor with a chest placed at its end, suspecting traps Rhade checks the corridor out. Not carefully enough though as the rogue soon meets his demise, slain by the traps.

 

Eventually the group find their way out of the Mere of Dead Men and follow the road back to Waterdeep.  Their journey is somewhat uneventful save for the observation of movement of Orc tribes in the Sword Mountains. The Orcs seemingly gathering, as if for war.

 

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Sessions 13 & 14    In which…

 

Our heroes return to the Aelinthaldaar crypt beneath Waterdeep joined by two new companions, Thistle Tic-Towen, the halfling rogue and Vardoc Naramis, a fighter. Zyr has left the group, called by his deity to embark upon a mysterious odyssey into the Underdark.

 

Placing the key of Giluvar into the keyhole in the crypt causes a portal of sorts to transport the party to an ancient ruined tower set deep in mysterious woods.  Exploring the surroundings of the tower they find a brimming pool kept full by some unrecognisable enchantment.  While investigating the pool they are attacked by an elemental water grue, which the party soon neutralise.

 

Following a pathway deep into the forest the group begin to feel the enchantment that seems to permeate the woods, a feeling that puts them ill at ease. With little notion of time the party continue until they find themselves within an ancient grove concealing a henge of timeless standing stones.  Immediately, enchantment befalls them and their will-power is tested to the limit as magical drowsiness and confusion, bestowed by strange living-plant forest warders takes hold. 

 

Soon, the mistress of the grove, the dryad Emmanuaine, reveals herself to the party in their subdued state and demands explanation for their intrusion into such sacred places.  Eventually convinced of their cause, Emmanuaine opens the forest to reveal a hidden garden beyond an iron gate.

 

Within the garden, the figure of an ancient elf tends the hedges and flowers.  As the group approach his true nature is revealed.  He is a baelnorn, an elven lich.  The creature, Aedriann is benign and shows the party friendship.  Within the garden the party follow a cryptic instruction to choose five precious jewels from the garden – they pick beautiful flowers whereupon Aedriann reveals to them an archway that leads from the garden.

 

Through the archway the party find stone steps seemingly hewn from a cliff face.  Descending the steps they emerge upon a shingle cove on the edge of a lake sunk within a crater in the forest.  Across the misty lake an island can be vaguely seen, at the shore of the lake a hooded ferryman waits upon a skiff to ferry the party across.

 

Upon the island the party discover a strange, squat, quadrangle tower with four daylight emitting orbs and its vertices. The stone door to the tower is marked with an inscription:

 

“Here sleeps eternal, Giluvar Aerindair; brother, father, champion of the Coronal of Arvandor and protector of Faerun.”

 

Examining the door for traps or marks, Thistle finds none (DM nerf-job number 1). Palarnus and Vardoc heave open the stone door to reveal the tomb of Giluvar within.  Tandrik, first to cross the threshold, triggers an ancient arcane sigil which summons an unseen creature.  The invisible assailant soon incapacitates the wizard and inflicts heavy damage upon the party’s fighters, but the skills of Vardoc and Palarnus win through and soon the creature is vanquished.

 

After many minutes of moral deliberation, the group reluctantly open the coffin of Giluvar to reveal that which they seek – the Key Stone of Shar.  Their dilemma is resolved when the spirit of Giluvar visits them and entrusts them to protect and guard the Key Stone, to prevent it from falling into the hands of those who would do evil and to deliver it to the Silver Lady. A solemn duty, a responsibility that they must not fail.

 

The new guardians of the Key Stone of Shar retrace their route back to the Aelinthaldaar crypt beneath Waterdeep.  There they are ambushed by Belabranta himself who imprisons them within a magical cage and demands that they hand the Key Stone over to him.  Metagaming intensely (wink) the party determine that Belabranta is far too powerful for them to defeat at the current time, and the chosen protectors of the Key Stone of Shar capitulate to his demands (DM nerf-job number 2).  The matter is worsened as they discover that they have been but pawns in his plan to possess the Shadow Stones, drawn in by the halfling Kiro – an agent of Belabranta.  Down and dejected the party surface to Waterdeep and attempt to drown their sorrows in the nearest tavern.

 

Their brooding, however, is short-lived as they discover that that very evening lord Belabranta, and his entourage, have left Waterdeep for Noanoar’s Hold, a hunting village on the edge of the High Forest patronised by the wealthy nobility of the sword coast.  With Belabranta already in possession of three of the Shadow Stones it is explicitly apparent that his journey to Noanoar’s Hold is to secure the fourth stone, in the possession of Zanvarthangular – a green dragon of The Lost Peaks.

 

The following morning the party ride out at a gallop, taking and alternative rout to Noanoar’s Hold.  In two days travel they cross the Stone Bridge and reach Beliard.  The innocent citizens of Beliard seem frightened, yet delighted to greet the “brave” adventurers.  They beseech the group for help against a kobold threat, but the group seem reluctant to hear their plight.

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Sessions 15    In which…

 

The party finally agree to help the people of Beliard and the following morning they are led a few miles north to the Dessarin Hills. 

 

Entering a wooded area they soon encounter a group of hidden kobolds accompanied by a strange, floating, bulbous creature with many eyestalks – a beholder? Soon the weakling kobolds are slain; Tandrik hurls a ball of fiery flame at the beholder-like creature, which is brought down with surprising ease.  From within the bulbous case two burning kobolds emerge, they jump to the ground as the flames consume them.  Close examination reveals the beholder to be a lifeless, hollowed-out husk used by the kobolds, presumably to frighten intruders.

 

A little way on they discover a cave entrance. Inside a wide shaft leads directly upwards into darkness – there is a chain dangling from the top of the shaft.  Thistle climbs the shaft at speed, soon emerging into a cavern about 80 feet above.  The party’s careless noise soon alerts the kobold guards in the adjoining cavern and Thistle finds himself under attack.  Thistle takes down a kobold immediately and successfully harries the others until Eryn and Vardoc emerge from the shaft.  Together the three soon slaughter the feeble creatures.

 

With the rest of their comrades brought up the shaft the party venture deeper into the kobold caves.  Coming to an intersection they are attacked by a slightly stronger, more experienced group of kobold fighters.

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Session notes are discontinued… … instead see Thistle’s Journal