Recaps

1. Black-Feathered Arrows

January 23, 2022
19 Ches

Setting out from Neverwinter, Elisabeth Stormtrack, Ryn, and Tenor escort an ox-driven wagon of mining supplies. They were entrusted with these goods by Gundren Rockseeker, a prospector and entrepreneur, and have been promised 10 gp (gold pieces) each when they deliver it to Barthen’s Provisions in Phandalin.

They followed the High Road for an uneventful couple of days and then turned east on the Triboar Trail. There they were joined by Cadric Beveren who was exploring the area looking for glowberries.

Soon after, the journey was interrupted when the party encountered a pair of dead horses in their path. The horses were riddled with black-feathered arrows.

As Elisabeth moved forward to investigate, Ryn noticed goblins hiding in the thicket overlooking the trail. She immediately let loose with her bow and battle ensued.

The party quickly killed the goblins and with their first combat a victory, they turned their attention back to the horses. A quick investigation revealed this:

The black-feathered arrows riddling the horses were of the same kind the goblins used in the battle.

The horses were identified as belonging to Gundren and his warrior escort, Sildar Hallwinter, who had set out ahead of the party’s supply wagon.

The horses’ saddlebags had been looted.

Gundren’s leather map case was found rolling about the trail empty. Gundren had indicated he had found something big near Phandalin—presumably a mine—and the map must have had to do with that.

The party must now decide what to do next.

2. Goblin Trails and Traps

January 24, 2022
19 Ches

Picking up at the site of the goblin ambush, the party rests and discusses what to do next. Ultimately they decide to track down the whereabouts of Gundren Rockseeker and Sildar Hallwinter.

Further searching of the area reveals a natural trail heading north into the grassland. The party decides to follow this trail after taking the time to hide Gundren’s supply wagon and the two oxen driving it behind the thicket on the south side of the Triboar Trail.

Shortly after heading down this trail, Cadric’s keen, elven eyes spy two different traps placed roughly 10 minutes apart. The first is a snare set to suspend someone upside down hanging from a three. The second is a camouflaged pit. The party disabled the snare and went around the covered pit.

A few hours later the ground on one side of the trail becomes wetter and ultimately becomes a stream flowing out of cave in a hill off in the distance. On approach to the cave the party is attacked by two goblins lying in wait—apparently guarding the cave. The party quickly kills the goblins.

Now nothing stands between them and the cave. From the dark cave mouth the growling sounds of one or more creatures can be heard …

3. Drenched in Darkness

February 6, 2022
19 Ches

Worried now that Gundren is two days overdue, Bortas sets out from Phandalin in search of his cousin. Bortas soon comes across the goblin ambush site, picks up the party’s trail, and ultimately joins them at the cave mouth of the presumed goblin lair.

After a short rest, the party of now Bortas, Cadric, Elisabeth, Ryn, and Tenor, enters the cave. Disguising himself with magic, Tenor assumes the form of a goblin and scouts ahead and immediately finds a kennel where three wolves are chained up. The wolves pull against their chains to get at the party, but Elisabeth soothes them by offering up some of her rations. Not sure how to safely free the wolves without losing a finger or two, the party continues up into the cave on a dry path next to the steadily flowing stream.

Immediately after leaving the wolves, the party is attacked by a goblin sentry standing atop a wooden bridge crossing the stream high above. With no way to easily reach the attacker, Bortas continues under the bridge and further up into the cave. Unbeknownst to him the sentry alerted additional goblins, who are now setting to break open a dam and unleash a flood.

Bortas reaches the dam and surprise attacks a pair of goblins hard at work. Elisabeth arrives on the scene to finish off one of the goblins with her bow, but not before the dam is broken and the ensuing flood wash her, Cadric, and Ryn out of the cave. Bortas manages to find purchase and avoids being washed away as does Tenor who bravely hid in a side cave. (He couldn’t see anything after all with his human eyes. What was he to do?).

Cadric, Elisabeth, and Ryn gather themselves and re-enter the cave as Bortas continues to single-handedly battle two goblins. This solo battle lasts only a moment as all of the party reunites, dispatches the second goblin, and pursues the third into another chamber.

The last goblin is found cowering in the chamber near a pile of crates and is quickly defeated. The chamber is filled with more of these crates the goblins had acquired by raiding caravans along the road. Before a proper search can be made, two more goblins emerge from hiding and attack Elisabeth and Ryn. This draws Cadric and Tenor to the center of the chamber to help.

Unfortunately this also exposes the party’s rear flank to a surprise attack by a bugbear and his pet wolf. The pair attacks! Tenor avoided being toppled by the wolf, but Cadric is struck down by the bugbear’s morningstar …

4. The Loyal Lupus

July 24, 2022
19 Ches

Battle continued over the unconscious form of Cadric. Ultimately the tides of battle turned against Klarg and the bugbear attempted to retreat back into the shadows from which he came. The monster was struck dead while attempting to descend through a secret opening in the floor. Klarg’s pet, the wolf he called Ripper, withdrew to defend his dead master. The beast ferociously blocked access to the fallen bugbear.

With most of the danger gone, Bortas healed Cadric. Then Cadric and Elisabeth attempted to soothe Ripper, but had no success.

Meanwhile a search of the cave—save the part that couldn’t be reached due to the angry wolf—revealed many crates and sacks stamped with a blue lion. The party deduced that Klarg and his goblins had been raiding the Triboar Trail and the haul was their plunder.

After a short rest, not finding anything else interesting, and many failed attempts to tame Ripper, Bortas and Ryn heard a creature splashing in the water outside the cave. Upon investigation the pair surprised a solo goblin who immediately fled. The creature had a head start as Bortas was, shall we say, not so quiet as he had hoped when trying to get a jump on the goblin.

The party all left the wolf behind to pursue the goblin. Lagging behind the rest, Tenor had a moment where he thought, maybe he should just cast fire bolt on the wolf to solve that problem. His morals prevailed and the wolf remained behind with her dead master.

5. Goblin Prisoners

August 7, 2022
19 Ches

A wizard named Praxx makes his way from Neverwinter Wood toward Phandalin, seeking the legend of the Forge of Spells. As night begins to fall the gnome spies the Triboar Trail at last.

Suddenly gust of wind rustles twigs and leaves and a young human appears before Praxx. The newcomer is disoriented but his gaze finds that of Praxx. A beat passes and off in the distance an unnatural screech is heard. The two take in the same sound for a moment, but then regard each other.

They introduce themselves to each other. The newcomer turns out to be a failed gambler turned warlock by uncertain circumstances. Going by the name The Unlucky Arm, the warlock explains he has once again irked his patron, a powerful genie, and has been blasted away to gods knows where. Praxx explains where they are (more or less) and Arm is comforted that he is not too far from where he was.

The strange screeching takes their attention again as the sun hangs very low in the western sky. The sound is that of an owlbear, Praxx determines and clarifies to Arm, this is a monstrous creature who is a bear that looks like an owl (not the other way around).

Camp is set sheltered away from the road. Arm takes watch as to him it was just morning moments ago. Praxx drifts off to sleep.

An hour or so goes by and The Unlucky Arm is entertaining himself with his dice set. Some rustling is heard in the underbrush and the warlock lies flat and takes a good listen. This is no squirrel.

A boot plants itself on Arm’s back pinning him to the ground and a low guttural goblin speak is heard. Hands roll the gambler over to reveal the owner of the boot, a hobgoblin soldier and his seven friends.

The hobgoblins bring him to his feet and Arm spies another figure, a robbed humanoid with a glass staff standing over Praxx’s unconscious form. With words and practiced motions the mysterious figure sends Arm into a magical sleep.

Back in the goblin cave, the party has paused their pursuit and regrouped at the bridge leading to the unexplored section of the lair. Taking a more cautious approach, Ryn using her stealth and Cadric using his keen elven senses creep across into the darkness. The passage bends around and they are greeted with the thick smoke and smells of cooking fires. They make out a den of goblins and even spy the bound, limp form of who they believe is Sildar Hallwinter!

Cadric and Ryn quietly return to the party to begin planning their next move and after some deliberation a plan is hatched. Bortas using thaumaturgy causes his eyes to glow a sinister red, and lets his voice boom. He moves forward followed by Tenor who uses prestidigitation to snuff out the cooking fires. Elisabeth readies her great sword. Cadric stands ready to hurl flame. Ryn keeps to the shadows looking for an opportunity to sneak attack.

With his party at his back, Bortas reveals himself to the goblins with tremors shaking the ground and his booming voice declaring that Klarg is dead and the goblins should surrender!

The largest of the goblins introduces himself as Yeemlik, Klarg’s second, and parleys. “Prove it,” he says.

At this, Cadric and Ryn run back to Klarg’s cave while the party stands off with Yeemlik. On their way they encounter Ripper, Klarg’s pet wolf dashing by. The wolf gives them a quick glance, but is not interested in confrontation. The beast scurries around and under the bridge heading toward the cave exit. Cadric and Ryn do not pursue. They continue back to the cave where they left Klarg’s body. “He’s not here …” says Ryn as she peers into a dark hole in the cave floor where Klarg’s body was supposed to be.

6. Klarg’s Secrets

August 14, 2022
19 Ches

Ryn motions for Cadric to take a look. With his keen elven eyes he can make out the crumpled and motionless form of Klarg at the bottom of a jagged and narrow chimney. Ripper, the bugbear’s pet, whimpers and growls just out of sight of his fallen master.

A torch is lit and tossed down the shaft so Ryn can assess the situation. Deciding it would be safer to descend the shaft with support, Cadric lets out his rope down the hole and braces to support Ryn and she descends with the goal of securing Klarg and reeling him back up.

At the bottom of the chimney, Ryn learns a few things. First and foremost, Ripper does not like fire nor her. She solves this problem with a quick whack from her sword, felling the miserable beast. Second, the chimney connects Klarg’s chamber with the wolf den near the mouth of the cave. That means no feats of strength will be required to bring Klarg’s body back up. They can simply drag him back through the cave to Yeemlik (the gobo demanding proof of his boss’ demise).

However … the same three wolves encountered earlier are still chained up, but very angry at Ryn, the wolf-killing interloper.

While Ryn considers her bow and the remaining wolves, Cadric arrives with an alternative. Recalling Ripper’s retreat from the torch, Cadric produces flame and uses it to convince the chained wolves to give Ryn space as she drags Klarg out of the chamber.

Meanwhile Bortas, Elisabeth, and Tenor have been in a stand off with Yeemlik and five other goblins. Yeemlik’s only leverage is to threaten to kill Sildar, if the goblins are attacked. The goblins take defensive positions on a ledge overlooking the party. Yeemlik threatens to drop the badly wounded Sildar over the edge. Ultimately Yeemlik decides the odds are in his favor and orders the attack. He has the high ground and outnumbers the party 2 to 1.

Battle ensues. Arrows fly at the party, and two strike Tenor down. An arrow from Elisabeth ends Yeemlik’s life. At this all but one goblin throw down their weapons and surrender. Now free of Yeemlik, Sildar bursts his bonds and shoves the hold out over the ledge. Hurt from the fall he is quickly ended by Bortas’ warhammer.

Nearing the battle’s conclusion, Cadric and Ryn had arrived with Klarg’s body, which proved to the remaining goblins that he was in fact dead. Eager to live the goblins revealed many things to the party to gain their freedom:

Less than 20 Goblins. Fewer than twenty goblins were based in the lair. They are members of a tribe named the “Cragmaw tribe” because of their extra pointy and jagged teeth.

Cragmaw Castle Directions. The hideout ran by Klarg is an outpost for the tribe with “Cragmaw Castle” being their home base. There Klarg’s boss, someone named “King Grol,” commands them all. The goblins say the castle is about twenty miles to the northeast inside the Neverwinter Wood.

Orders to Capture Gundren. Klarg had received a messenger from King Grol a few days ago. The messenger told him that someone named the Black Spider was paying the Cragmaws to watch out for the dwarf Gundren Rockseeker, capture him, and send him and anything he was carrying back to King Grol. Klarg followed his orders. Gundren was ambushed and taken along with his personal effects, including a map.

7. Welcome to Phandalin

August 21, 2022
20 Ches

Elisabeth and Ryn decide it is better to complete the job of delivering the goods to Phandalin and the rest of the party agrees to stick together. Finding Cragmaw Castle and learning the fate of Gundren Rockseeker will have to wait. Sildar supports this decision as the party is likely not strong enough to take on such a task and he is eager to get to Phandalin to track down Iarno Albrek, a human wizard and fellow member of the Lords’ Alliance who went missing.

Nearby an elf ranger named Vane is moving alone through the area when he hears the cry of an owlbear. Not wanting to encounter the monster, Vane takes shelter at the Cragmaw Hideout, where Bortas, Cadric, Elisabeth, Ryn, Sildar, and Tenor are preparing to camp for the night. Cadric and Vane know each other and this eases the introductions. Vane joins the party as there are strength and safety in numbers.

At dawn the party sets out for Phandalin, recovering the oxen and wagon right where they left it. Upon arriving in Phandalin, the first stop is Barthen’s Provisions and the party’s first job is complete. The ox-driven cart of goods are delivered. Elmar Barthen, the proprietor, is somewhat surprised by the large number of party members seeking the 10 gold-piece payment, but Sildar’s presence lends credibility to the party and all are paid. Sildar and Tenor both are still worse off from their experience with the goblins. After settling with Barthen they set out for the Stonehill Inn for some much needed rest and the rest of the party splits up to explore the town and attend to their own needs under the early afternoon sun.

Phandalin is a young settlement having only been re-established in the last 3 or 4 years. The town is built atop the ruins of a much older town that dates back hundred years to time of the Phandelver’s Pact. Bortas confirms this with a curious inspection of the crumbled city wall. Most of the inhabitants of Phandalin are farmers, woodcutters, fur traders, and prospectors. Unfortunately the populace appears to be antagonized by a local gang calling themselves the Redbrands. These bandits are easily identified by the stark red clothing they wear and their boisterous behavior that is in stark contrast to the downtrodden look of the Phandalin locals.

At Barthen’s Provisions, Elmar Barthen reveals to Vane that the Redbrands are making it hard on everyone, shaking down local businesses and flouting the townmaster’s authority. He also mentions the Redbrands frequent the Sleeping Giant taphouse.

Cadric and Vane hear the same story from Daran Edermath, a retired adventurer who now attends to the town orchard. Edermath also claims the Redbrands have a safehouse under Tresendar Manor, a ruined estate on the edge of town.

At the Stonehill Inn, Bortas hears the same story about Redbrands terrorizing the townfolk. The innkeeper, Toblen Stonehill grouses that the townmaster, Harbin Wester, is a pompous old fool. Stonehill is reluctant to stand up to the Redbrands as he does not wish to have his family end up like the woodcutter.

Thel Dendrar, a local woodcarver, stood up to the Redbrands a tenday ago when they came by his shop and leered at his wife. The ruffians murdered him. Several townsfolk saw it happen. And now his wife, daughter, and son have gone missing too.

Toblen and his wife Trilena both quietly hope someone deals with the Redbrand problem if the townmaster wont. The innkeeper’s young son, Pip, even drops—much to his mother’s chagrin— that Carp Alderleaf, the farmer’s son said he “found a secret tunnel in the woods” near Tresendar Manor and that the “Redbrands almost caught him!”

Elisabeth and Ryn also encounter the same frustration with the Redbrands from Linene Graywind of Lionshield Coster. The Lionshields are a merchant company based out of Yartar and ship finished goods to settlements in the region. Linene also keeps a supply of armor and weapons in a backroom, but won’t deal with the Redbrands.

Elisabeth does most of the talking as Linene casts a suspicious eye on Ryn. It seems Linene knows Ryn, but can’t quite remember who she is or why she might know her, but in any case, it’s not a good relationship.

In addition to not liking the Redbrands and apparently Ryn, Linene complains of shipments being late or not arriving at all. Elisabeth, noting the Lionshield mark, is the same stamp on Klarg’s stolen goods, tells Linene their story. Linene is happy at this news and is willing to give the party 50 gold coins, if this turns out to be true.

After Lionshield Coster, Elisabeth and Ryn visit the Shrine of Luck, a local holy site run whose caretaker is Sister Garaele, a cleric of Tymora. While Tymora despairs of the Redbrands it is not her chief concern. Through friendly smalltalk, Garaele tells Elisabeth that she is hoping to learn the location of a spellbook belonging to a legendary mage named Bowgentle. She believes a banshee named Agatha could tell her where the book is or at least provide a clue, but the creature would not appear for her.

Visibly haggard and fatigued from her journey to find the banshee, Garaele offers the quest to Elisabeth and offers her a reward of three potions of healing if successful.

As the sunsets in Phandalin, most shops close, and the party reunites in the taproom of the Stonehill Inn and ponder what to do next …

8. Redbrands

August 28, 2022
20 Ches

At the Stonehill Inn the party arrives to find Praxx, a gnome wizard, and “The Unlucky Arm,” a human warlock regaling the patrons with stories of their brief capture by a hobgoblin patrol on Triboar Trail. The townfolk enjoy the story and become at more at ease due to the large contingent of apparent heroes in their midst. Together the loose band of adventurers trade stories of troubles on the Triboar Trail, the legend of Wave Echo Cave and the Forge of Spells, Gundren Rockseeker’s imprisonment in Cragmaw Castle, and the Redbrand problem in Phandalin.

Sildar Hallwinter enters the taproom looking refreshed after some rest at the inn. He is grateful for his rescue from the goblins and informs his rescuers of his failure to yet find Iarno Albrek, whose mission it was to establish a constabulary in Phandalin. Something that clearly has not happened as the Redbrands are operating unchecked. The Lords’ Alliance, a partnership of cities along the Sword Coast (of which Sildar and Iarno are both members), desires Phandalin to be prosperous for the benefit of the entire region. Law and order enforced by a constabulary is crucial to that end. Sildar has managed to learn that Iarno was last seen exploring the area around Tresendar Manor. He has not ever met Iarno, but describes him as “a short, dark-bearded human wizard in his thirties.”

Food, drink, and talk about what to do next comes to a conclusion. The party, now Arm, Bortas, Cadric, Elisabeth, Praxx, Ryn, and Vane, sets out to the edge of town to skulk around Tresendar Manor themselves hoping to find the rumored safehouse underneath and confront the Redbrands. As the sun sets they approach the small, ruined castle by cover of the woods from the south. They are unsuccessful at finding the rumored tunnel the innkeeper’s boy mentioned (but Cadric does find a glowberry finally). As night falls, Ryn leads the group up the steep hillside to the manor where they discover a sturdy, well-used staircase leading down to an unlocked door and a well-lit cellar beyond.

The party enters and finds themselves in a spacious storage room. Barrels full of fresh provisions such as salted pork and apples are stacked in the far corners, but the main feature is a large cistern full of cold and presumably fresh water. At the far end of the pool a blurry object bobs near the pool’s floor. [Having played D&D before] the party is reluctant to enter the water. Arm proposes attaching his crowbar to rope and attempting to catch and drag the object to the surface.

9. Domino Bum Rush

September 4, 2022
20 Ches

Using her mad sleight of hand skills, Ryn manages to fasten a knot around Arm’s crowbar … right before Arm splashes into the cistern and his attacker continues on to slash at the surprised Ryn! A dire wolf (Cadric’s wild shape form) bounds around Ryn, taking a bite out of her attacker. Elisabeth brings in her bow loosing two arrows at the line of bandits entering the room from the door as wolf Cadric bounds out of the way.

Although surprised within less than 15 seconds the battle is over. The Redbrands outnumbered and clearly hoping for surprise to give them the upper hand are unable to thwart the party. The four bandits rush out of their storeroom in a nice single file line and are easily knocked down one by one. The last rushes back and fails to barricade himself in the room. Vane and Elisabeth break down the door and an eldritch blast from Arm finishes them.

As Arm and Cadric (in wolf form) both took a dunk in the cold water during the battle and no harm came to them, Arm dives back into the cistern and retrieves a waterproof satchel containing coin, clothes, and potions.

The storeroom, from out the bandits rushed, contained more fresh provisions, supplies, and maybe some stolen wares. Noteworthy were three dirty red cloaks, which the party hopes to use for a disguise.

With only Ryn taking a hit (that was really only a scratch), the party decides to move through the other door into a hallway. Faux columns line the walls and a dusty, untravelled floor leads them around a corner. At the end of the hallway stands a double door of aged (green) copper.

Elisabeth leads the party midway down the passage and narrowly avoids falling as the floor collapses. Faced with a 20-foot deep pit, those who are athletic enough jump the pit, and then use a rope to help the others cross.

Two make room for everyone to cross, Elisabeth, Cadric, and Arm enter the room beyond the double doors and find themselves in an ornate crypt with three sarcophagi and four humanoid skeletons resting against them on the floor. Arm moves across to another door at the far end and awaken the skeletons. They click to life and rise in their rusty mail armor and raise their swords ….

10. The Tresendar Crypt

September 11, 2022
20 Ches

The skeletons move in on Arm with rusty mail and swords. He quickly find himself in melee using his scythe. Cadric wildshapes once again into a dire wolf and Elisabeth alerts the others still traversing the corridor with the caved in floor.

Bortas answers the call and heads in to face the undead. Still in the corridor and sensing the added urgency Praxx urges Vane to simply throw him across the pit. He easily makes it to the other side. Vane backs up to make a running jump at the pit and, when he reaches the junction that leads back to the cistern, he catches sight of two additional Redbrands skulking toward him. Rather than engage, he runs and jumps the pit as the Redbrands give chase.

Vane, Praxx, and Ryn find themselves facing off with the two Redbrands whose pursuit is stopped by the pit. After taking arrows and magic from our heroes, the Redbrands make a bloodied retreat.

Back in the crypt, Bortas presents his holy symbol emblazoned with a beer stein. He channels the power of his deity to turn undead. Sadly only one skeleton turns away and that one is foolishly attacked by Arm and learns a life lesson not to attack turned undead as that breaks the spell.

Despite this blunder the party makes easy work of the skeletons.

The party investigate each sarcophagus. Its lid easily removed by the strength of two. The party uses one to barricade the doors.

Ryn cautiously inspects the contents of each sarcophagus, ensuring there are no traps within. She successfully pockets one of three platinum signet rings without anyone noticing, claiming the other two is all she found …

During Ryn’s investigation, Praxx successfully identifies the mysterious potion as a potion of invisibility.

The crypt contains two other exits. One to the north and one to the east. Elisabeth, Ryn, and Bortas explore behind the north door. They find themselves in a short corridor and at the end is a locked door. Ryn easily bypasses the lock with her thieves’ tools and sleight of hand. The room behind appears to be an armory containing another 12 dirty red cloaks and a weapons rack containing … 12 spears 6 shortswords 4 longswords 6 light crossbows 8 quivers each holding 20 crossbow bolts

11. Captives and Whispers

September 25, 2022
20 Ches

The session opens with Elisabeth taking inventory in the Redbrand’s armory. Being one of the few who were injured in the battle against the skeletons, Cadric moves to heal her as Ryn rejoins the others in the crypt.

On his way to the armory, Cadric’s keen eleven senses glimpse a seam in the stone wall opposite the armory. A secret door. Not wanting to open the party up to more danger just yet, Cadric informs the others about the secret door, and continues to use healing magic on Elisabeth.

Back in the crypt, Arm, Bortas, Praxx, and Vane discuss the next move while keeping an eye on the barricaded entrance. Ryn suggests they investigate the remaining exit. This door opens easily to reveal a jail of sorts.

The room is sectioned into thirds. The north and south sections are holding cells with iron bars and gates secured with chain and padlocks. In the north cell are two men and a boy. In the south cell are two women. The boy and the two women are clad in plain gray clothes with iron collars around their necks. The men are dressed as town folk and do not wear collars. Between the two cells is a large pile of clothing apparently left behind by many former captives.

The women and the boy will not make eye contact with anyone nor do they speak, but they all seem related to each other. As she picks the locks and removes their collars, Ryn intuits that the women keep watching the boy in the other cell. Arm and Bortas ask questions of the men. They reveal they were picked up in the Sleeping Giant tavern by Redbrands. The Redbrands tried to recruit them and when they refused the Redbrands took them anyway. They said they only recently were deposited in the cell.

Despite being suspicious of the men, Ryn frees them and the boy. Everyone dons red cloaks from the armory, the two men arm themselves with shortswords, and the party splits with Arm, Praxx, and Vane escorting the captives through the barricade and back to town and Bortas, Cadric, Elisabeth, and Ryn exploring beyond the secret door.

On the other side of the secret door is another storeroom or, rather, a shipping and receiving area. Empty crates are stacked against barrels and a work table houses hammers, nails, crowbars, and straw (presumably as a packing material). The room has finished stone walls and a flagstone floor, but its southern wall opens into a dark cavern with man-made pillars rising up twenty feet to the foundations of the Tresendar manor.

Curious about the cavern, Cadric leads the party into the darkness. A foul stench of death hangs in the unusually cold air. Running down the center of the cavern from the storeroom is a crevasse. The gap is twenty feet deep and spanned by two makeshift bridges. Elisabeth takes the lead and approaches the nearest bridge, and beyond it the group spots another finished passage and a staircase.

As they are about to cross, a voice whispers into the minds of the group. The voice’s owner is a mad creature that seems to know things and want to know things. It urges the party to not cross the bridge and instead to tell its secrets. It reaches into Ryn’s mind and announces to everyone that she is a thief, having kept one of the signet rings from the crypt for herself! Bortas, Cadric, and Elisabeth are not convinced, however, by a creature hiding somewhere in the darkness. For all they know the voice is a voice of lies.

The party does not heed the creature and crosses the bridge. This forces the creature to attack. Bortas finds himself withering under the gaze of a large eye glowing in the darkness. Badly wounded Bortas falls back and uses a healing spell, and the rest of the party attacks. Elisabeth’s arrow strikes true and the creature takes cover behind a pillar. Ryn quickly flanks it from the other side and attacks with her bow. Cadric charges toward the creature and casts Earth Tremor which knocks the creature prone and causes the southern bridge to collapse into the crevasse.

The combat continues with the creature failing to use its rotting gaze successfully. It scurries down into the chasm where Elisabeth brings its life to an end with a shot from her bow. Bortas confirms the creature is dead and descends into the crevasse. An unnatural cold and the strong stench of death live in the depths. Bones and remains of many devoured people are scattered about. One corpse is apparently a new addition as it has only been nibbled on ….

Pushing aside the grisly scene Bortas ventures north in the crevasse and finds a battered wooden box lying under the other bridge. Ryn climbs down to investigate as Elisabeth provides cover with her bow. Ryn discovers many coins, some malachite gem stones, two more potions of healing, and a sword in an ornate, silver-chased scabbard.

Ryn passes the sword up to Elisabeth, and she examines the weapon. The sword is inscribed with the name “Talon,” and its hilt is worked in the shape of a bird of prey with outspread wings. Elisabeth recalls from history that the sword belonged to a knight named Sir Aldith Tresendar also known as the Black Hawk. This knight was lost hundreds of years ago when an orc horde destroyed Phandalin.

12. A Night at Benihana

October 2, 2022
20 Ches

While the battle with the nothic was happening (from Session 11), Arm, Praxx, and Vane had already led the now-freed captives back to the storeroom and up the stairs to the door leading to the ruined manor above.

There is a magical telltale sound and Arm, The Unlucky disappears in a puff of smoke! Praxx gasps in shock and everyone is momentarily stunned by the event. Using this moment to confirm what we already suspected, the two male adult captives make their move. One draws his sword and makes two swings at Vane who is leading the troupe and yells to his companion to go. Vane takes a hit, but is not badly hurt. The second Redbrand bolts back down the stairs and drags the young woman with him toward the back corner of the room. He threatens to kill her with his sword if anyone pursues!

The party recovers from their initial surprise as the first Redbrand disengages from Vane and bounds down the stairs. He is quickly ended by magic from Praxx and arrows from Vane.

The ruffian retreating with the woman makes it to the back corner. Not waiting to see where this will go, Praxx casts Tasha’s Hideous Laughter. The bandit releases his hostage and drops to ground in a laughing fit. This is short-lived though as the Redbrand overcomes the magic, slides open a secret door in the wall and slips through! Vane gives chase while Praxx remains to guard and comfort the two women and the boy.

Meanwhile Elisabeth has just finished examining the beautiful sword found in the nothic’s treasure chest, when she and the rest of the party hear someone running toward them, the sounds of battle, and the voices of friends. Bortas, Cadric, Elisabeth, and Ryn make for the sound. Arrows are loosed, flames are produced, and Elisabeth finds herself face to face with the fleeing Redbrand with Vane right behind. Faced with Elisabeth’s sword the foul man collapses to the ground, pleading for his life.

Everyone is brought back through the secret door and into the light of the storeroom. Ryn makes a nice straight jacket with a rope for the captured Redbrand. Vane intimidates the prisoner with his twin swords like some mad Benihana chef. The party questions the man and this is what they learn.

The leader of the Redbrands is a human wizard known as Glasstaff, so named because his magic staff is made of glass. Glasstaff’s chambers are in the western end of the stronghold.

A mysterious figure called the Black Spider has hired the Redbrands to frighten off adventurers and intimidate the locals, for reasons unknown. The Black Spider has sent bugbears to reinforce the Redbrands and provide extra muscle.

The rescued captives confirm this. They knew a wizard led the Redbrands, but did not know their name. They knew “tall, furry monsters with big ears” were helping the Redbrands, but didn’t know what they were called.

The captives reveal themselves to be the family of the woodcarver, Thel Dendrar, who the Redbrands killed for defying them. The ruffians kidnapped the wife, daughter and son, with the intent to sell them into slavery. Mirna Dendrar, the wife, is extremely grateful for their rescue. She is sad that she has nothing to offer as a token of gratitude, but she does offer knowledge that could lead to treasure.

As a young girl, Mirna and her family fled from the town of Thundertree after undead overran the place. Her family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden beneath a section of storage shelves. She never dared to return and retrieve it. The shop was in the southeast part of Thundertree.

As another token of gratitude, but more likely motivated by their fear of the Redbrands, the Dendrar’s offer to shelter the party for the night in their home. The party leaves the hideout for the woodcarver’s home. Uncertain what to do with their Redbrand prisoner, the party brings him along to be guarded by Vane through the night.

13. Medieval Donuts

October 9, 2022
21 Ches

The sun rises over the Dendrar’s home in Phandalin. Feeling well rested after a full night’s sleep the party gets a jump start on the day.

Remembering that the Alderleaf boy knows how to find the secret tunnel to the Redbrand’s hideout, Praxx leads Bortas, Cadric, and Elisabeth to the Stonehill Inn to buy some candy to make friends with the child. Perhaps feeling a little unsure and awkward with this plan, Ryn and Vane stay behind to guard their Redbrand prisoner.

At the inn Trilena Stonehill sadly has no sweets available, but can offer some pastries. Praxx happily takes the bounty of “medieval donuts” and generously leaves behind a gold coin. The Stonehills are very happy with the gratuity.

With pastries acquired, Cadric wonders about Tenor. He seeks out their old friend’s room and is suddenly inspired to prank the sleeping wizard. Using druidcraft leaves begin to fall on the sleeping wizard’s face and a puff of wind blows the stench of skunk into the room. Not wanting to be left out of Cadric’s mischief, Praxx decides to help! An illusion makes the room’s closed door appear closer to the bed. Elf and gnome leave the inn with the sounds of calamity coming from Tenor’s room.

While Cadric and Praxx were up to their mischief, Bortas had learned that Sildar had left the inn earlier, presumably for the Townmaster’s Hall. That is their next stop. Outside the Townmaster’s Hall a bulletin board has this message: “REWARD — Orcs near Wyvern Tor! Those of a mind to face the orc menace should inquire within.”

Entering the building the party encounters the familiar form of Sildar occupying a small desk. Behind him in a much larger desk is Harbin Wester, Phandalin’s town master. Harbin is eager to meet the adventurers and offers 100 gold coin for dealing with orcs menacing travelers east of town on the Triboar Trail. His eagerness fades as the party brings up the Redbrands. The townmaster at first insists the Redbrands are not a problem and aren’t doing any harm. This argument is shut down by Praxx as he confronts Harbin with the story of the murdered Thel Dendrar and the rescue of his wife and two children from the Redbrand’s hideout. Not trusting the townmaster with any more details, Praxx tells him to leave, which he immediately does. The party then updates Sildar on events.

Sildar exchanges information with the party about his efforts to find Iarno Albrek. After questioning several locals, Sildar has learned that Iarno disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. Sildar asks the party to investigate the manor further to find and bring back Iarno—or what’s left of him, if something killed him. Sildar describes Iarno as “a short, dark-bearded human wizard in his thirties.”

He suggests bringing back the nothic’s remains and the remains of the human found in the nothic’s lair back. Perhaps one of them is Iarno—or Glasstaff for that matter.

Finally Sildar says, he can take the Redbrand captive and lock him up in the Townmaster’s Hall, and Ryn and Vane bring the prisoner over.

The next stop is Alderleaf Farm to charm the farmer’s son with medieval donuts. The farmer, Qelline Alderleaf is a warm, friendly, and wise halfling. She pleasantly welcomes the party, but is firm in not wanting to put her boy, Carp, in danger. She is upset with the boy after learning he apparently has been skulking around Tresendar Manor.

Praxx does a good job of buttering up the farmer with his charms, but this gets turned on its head when Qelline is unwilling to give up her son to lead the adventurers into danger and Praxx tells Cadric to use charm person … which fails.

Now persona non grata at Alderleaf Farm, the party heads to Tresendar Manor taking the route they know. They quickly find themselves back in cavern with the crevasse. They cross the bridge and down the stairs on the route they originally intended before the battle with the nothic. At the bottom of the stairs the passage dead ends with doors to the left and right. Cadric’s elven ears immediately are drawn to the left door where raucous sounds and laughter are heard ….

14. The Rat Situation

October 16, 2022
21 Ches

After delivering the Redbrand prisoner to Sildar, Ryn and Vane head toward Tresendar Manor to catch up to the others. As they pass Alderleaf Farm, a voice cries out. “Cousin! Is that you?”

The voice belongs to Carp, the son of Qelline Alderleaf and rumored knower of secret ways into the Redbrand hideout. The cousin, it turns out, is Ryn. Qelline is her aunt and Carp is therefore Ryn’s cousin. Carp tells the tale of how he hid and watched as Bortas, Cadric, Elisabeth, and Praxx visited the farm. He recounts how Praxx’s charms seemed to work on his mother until Cadric attempted the Charm Person spell. He also recounts how his mother then asked them to leave.

Never quite sure about the plan to enlist Carp to show them the Redbrand’s secret entrance, Ryn and Vane downplay their association with these “other adventurers.” They do tell Carp they want to investigate the Redbrands and Carp offers to show them the way. He leads them around Alderleaf Farm, careful not to attract the attention of his mother, and then out to the woods at the southern base of the hill leading to the manor.

In the woods Carp leads Ryn and Vane to a cave mouth lightly obscured by some overgrowth. Although eager for adventure and excitement, Ryn tells Carp not to crave such things and sends him back home and out of harms way. Entering the cave Ryn and Vane find themselves in moments at the southern end of the nothic’s lair. Its dead form still stinking up the place where they left it in the crevasse. Up ahead they hear the telltale signs of Bortas and are soon reunited with the rest of the group.

Cadric stands at the front of the line to ascertain what lies behind two doors. He is drawn to the left door where raucous sounds and laughter are heard. The party remains quiet as he presses his ear to the other door. On the other side he only hears the sound of boiling and bubbling liquid. Elisabeth comes forward and wisely suggests they investigate the quieter room first before dealing with the noisier.

She quietly opens the door ….

Lord Albrek,

My spies in Neverwinter tell me that strangers are due to arrive in Phandalin. They could be working for the dwarves. Capture them if you can, kill them if you must, but don’t allow them to upset our plans. See that any dwarven maps in their possession are delivered to me with haste. I’m counting on you, Iarno. Don’t disappoint me.

Spider Signature

Known to Glasstaff to his Redbrand minions, Iarno Albrek sets down the letter. The symbol of a black spider serves as its signature.

With the newly arrived bugbears and the new recruits in town, these lackeys of the dwarves will be no problem, the wizard thinks to himself. He sorts the letter in with his others and his mind turns to what is brewing in his workshop. He starts to turn plans over in his mind when a feeling of alarm washes over him. “What do we have here?” Iarno mutters to himself. From his mind’s eye he sees a door slowly open and a woman steps through the threshold. “What is she doing in there? She knows my workshop is off limits!” He pauses when he sees the woman’s bow and her greatsword. This is no Redbrand!

Whiskers, danger!

In his mind Iarno watches the scene unfold as his rat familiar darts under the table. Through the familiar he hears more footsteps enter his workshop. A blade stabs at the stone floor narrowly missing his rat’s tail. Whiskers darts up a bookshelf. “Let me bag it!” a woman shouts! Is it the same woman or a different one? Iarno does not know. Nonetheless it is time to go.

The wizard grabs his glass staff and hastily brushes aside red curtains to access the escape route. Hands push a stone panel and the wall slides open and Glasstaff dashes through and up some stairs. At the top of the stairs he makes a dismissive flourish with his free hand. In his mind he confirms Whiskers is safe and he bounds into the nothic’s lair.

Where are you, nothic?

Casting about for the creature, he spots light and motion across the bridge leading back to his workshop. He hears footfalls now in that direction.

The nothic is gone or it has betrayed me.

Turning into the passage heading to the kitchen storeroom, the sounds of pursuit are clearly evident. Iarno reaches the secret door, and has a moment of panic. It is open! Regaining his composure he is at least grateful he did not have to stop to open it. He continues his flight.

At the edge of the cistern he discovers the floating bodies of his goons and no sign of his satchel bobbing underwater. Further panic mixed with irritation fills his mind as he bounds up the stairs and out of the hideout. There must be at least two or three pursuers and they are coming at him from different directions!

Has the whole place been overrun by these intruders!?!

He bursts out into the morning and makes for the cover of trees on a nearby hillside.

As the sounds of pursuit give way to the sounds of birds and burrowing animals scurrying about, Iarno gives more focus to his cunning mind. He takes stock of the situation more clearly and makes some calculations.

How many of these meddling “adventurers” are truly after me?

He weighs this variable as he observes two slender men emerge from the manor. One is clearly older than the other. They are talking and moving with the grace of elves. A ranger and a druid perhaps? After some scrutinizing of the ground the younger one confers with the older. They both start walking … straight toward Iarno’s hiding spot.

15. The Redbrands Strikes Back

October 23, 2022
21 Ches

While Cadric and Vane continue tracking Iarno “Glasstaff” Albrek outside Tresendar Manor, underneath the manor Bortas, Elisabeth, Praxx, and Ryn learn Iarno’s true identity from personal effects left behind. They decide their next move to rid the hideout of the remaining Redbrands.

They return to the door beyond which they suspect is a raucous party. They enter to find six bandits in their signature red cloaks. Three gamble at a game of knucklebones near the door. Three others are resigned to another table in the far corner. Some are asleep. All are drunk. The Redbrand with the most coin stops the game when the adventurers enter.

He recognizes the red cloaks worn by our heroes, but does not recognize those wearing them. Not sure whether these are imposters or new recruits he begins to ask questions. He does not have to wait long for answers. Praxx offers to “show him something” and unleashes a Fire Bolt! Tables are turned, coins clatter to the floor, and six drunken Redbrands stumble to their feet.

Combat ensues and the Redbrands outnumber the adventurers by two, but this quickly changes when Praxx casts Burning Hands. This cuts the Redbrands numbers by half and sets fire to a quarter of the room! The remaining flee through a door on the opposite wall, down a passage, and frantically knock on a closed door, crying for help!

The door opens and three bugbears emerge as the Redbrands retreat down a side passage. Elisabeth quickly moves to the open doorway to create a choke point for the advancing bugbears and the lead does take arrows and magic from Bortas, Praxx, and Ryn. This does not slow the monster however. Elisabeth manages to hold her ground despite taking a serious hit from the bugbear’s morning star.

Meanwhile outside, Iarno steps out of his hiding place to confront his two pursuers. He attempt to parley at first, but Vane is having none of it and seriously wounds the wizard with a shot from his bow.

Battle continues with Vane attacking with his bow and Cadric in horse form advances with stomping hooves. Iarno responds with help from his rat familiar. The wizard channels a Shocking Grasp spell through the creature and then unleashes Magic Missile twice knocking out Vane! Cadric gives up his pursuit and turns back to help his fallen friend, but will he reach him in time …?

16. Fireball Redbranding

November 6, 2022
21 Ches

All goes black for Vane.

Cadric resumes his elven form and casts Cure Wounds. Primal energy washes over Vane’s mostly dead form and his eyes open with a start!

Cadric turns back to Iarno only to see the wizard dash away and with a snap of his fingers disappear.

Back in the Redbrand hideout, Praxx urges Elisabeth to fallback, and she does. Divine power heals her wounds courtesy of Bortas. Praxx steps forward, scroll in hand. The scroll’s magic is slightly beyond Praxx’s abilities, but the gnome is confident. He reads the words and points toward the approaching bugbears.

A bright streak flashes from Praxx’s finger, past Elisabeth and past the first bugbear. Suddenly the brightness blossoms with a low roar into a burst of flame! The earth shakes ever so slightly and dust and rubble rain down with the fireball’s explosion. A bugbear shrieks as its fur catches fire and it flees down the side passage. The other two bugbears lie burned and dead on the stone floor. The scroll in Praxx’s hand disintegrates into nothing.

Unaware that the bugbears had just been defeated, two Redbrands enter the room and attack Praxx from behind. Praxx’s mage armor spell protects him from the attack. The bandits had hoped to cut off any escape, but found themselves fighting alone! Now they flee, but not fast enough as Elisabeth runs them both down, her greatsword held high!

The battle comes to an end when the fleeing bugbear enters the secret tunnel leading to the woods. There the returning Cadric and Vane end the monster.

In the aftermath of the battle, the adventurers find they have secured the entire hideout. No Redbrands, bugbears, nothics, or any other malevolent creatures are present.

The day is spent picking the place over for treasure.

One of the bugbears killed by Praxx’s fireball was wearing an eye patch made of black leather set with semiprecious stones. Oddly the bugbear’s eyes were fine, so one wonders why he needed the eye patch. Perhaps he didn’t.

The same bugbear had 33 silver coins in a belt pouch.

In Iarno’s workshop, it appears he was attempting to brew potions of invisibility. It’s not clear whether he was successful. There are three bottles holding rare reagents: mercury, dragon bile, and powdered nightshade. These would be worth something to an apothecary or alchemist.

17. Sundown on the Trail

November 13, 2022
21 Ches

It is late morning in Phandalin and Bortas emerges alone from the hideout under Tresendar Manor. Eager to celebrate victory over the Redbrands, he heads to back to the Stonehill Inn for fine beer and to weave tales for the locals. Down in Iarno’s workshop, Praxx is intrigued by the workings of the wizard’s laboratory and lets himself get lost in the various papers, and arcane machinery left behind by Iarno. Next door in Iarno’s quarters, Ryn counts the loot and ponders how best to move the goods out of the hideout. Next to her Vane rests on the wizard’s bed and eyes the rogue with a weary eye. Eventually he succumbs to sleep after his near death experience.

This leaves Cadric and Elisabeth to seek out Sildar Hallwinter and report the good news: the Redbrand’s have been defeated! This also leaves them to deliver the bad news: Iarno was found, but revealed to be the founder and leader of the Redbrands. Sildar presents a reward of 200 gp for ridding Phandalin of the Redbrands. He hopes Iarno can be found and brought to justice alive, so any corruption in the Lords” Alliance can be revealed.

Turning his attention back his friend, the missing Gundren Rockseeker, Sildar urges the party to seek out Cragmaw Castle to recover the dwarf and his map if possible. While the general location of the goblin lair is known, Sildar suggests patrolling the Triboar Trail to question travelers and perhaps capture a Cragmaw patrol to learn the precise directions to the castle. So this is what Cadric and Elisabeth do. They leave a note with Sildar, so the others know where to find them and they head out.

On the road, travelers heading from the direction of Neverwinter and the High Road report no trouble. With this information, Cadric and Elisabeth head east and travel until sundown. They press on as night creeps in. As they consider camping for the night, the air grows unusually cold and they are ambushed by two ghouls!

This provides an opportunity for both to test their new abilities: Cadric makes use of his new Flame Blade spell while Elisabeth manifests an echo of herself in the combat. The ghouls are not fooled by this and eventually neutralize Elisabeth with their paralytic touch. Fortunately this happens only after the ghouls were weakened enough by the combat and Cadric was able to destroy the remaining undead. Elizabeth’s paralysis soon wore off after the battle.

Meanwhile …

Iarno Albrek pulls his red robes tight to block the chill night air. The robes are in need of mending after the battle with the elven ranger and his horse.

That was no horse. It was far too cunning.

His path becomes difficult to see as sunlight fades completely away. He presses on wondering how he will explain this failure.

Up ahead he spies a glimmer of torch light bobbing up and down like a metronome against a backdrop of shadowy hills. Soldiers. A sneer crosses the wizard’s face. The only soldiers here are Cragmaw. “Halt!” commands the leader as the light reveals the wizard.

Glasstaff stops careful to avoid sudden movement that could be perceived as threatening. “Glasstaff,” the leader says flatly, “you are away from your post.” “Perhaps I have come to welcome you, Targor.”

A red hand pokes at the wizard’s torn robes. “Perhaps you have been defeated and we no longer control the town!” the hobgoblin leader says angrily. “Enough,” interjects another voice softly.

The front rank of hobgoblin troops part to reveal an elf with obsidian-colored skin and long white hair. “Vyerith …” Glasstaff whispers under his breath at the sight of the drow. “Yes, it is I. Our friend was worried you couldn’t handle these adventurers, and he was right it seems.” “I can explain—” “It is of no matter now. The adventurers must be seeking Cragmaw Castle now. I must return there at once. You and Targor take these troops and hunt down these upstart adventurers.”

Glasstaff begins to speak, but stops as a Vyerith places her finger on her lips and fixes him with an icy stare. “Don’t mess this up like you did with the gnome and his warlock friend. You have two failures now. Make this right or you will never know the secrets of the Forge of Spells. Fail again and you will never know the secrets of a long life.”

The blood drains from Glasstaff’s face as the dark elf turns and fades away into the darkness.

18. Burning Down the House

November 20, 2022
22 Ches

After his visit with Cadric and Elisabeth, Sildar Hallwinter arrives with a team to meet with the rest of the party and to help with closing down the Redbrand’s hideout. He is grateful to the party for defeating the Redbrand’s and offers to store any treasure in the Townmaster’s Hall. He also passes along Cadric and Elisabeth’s whereabouts.

With that information the party members still in Phandalin assemble and head out to join up with the others. They meet Cadric and Elisabeth at the crossroads of the Triboar Trail, camp, and resume their journey eastward the next morning.

Ryn scouts ahead of the party with Vane never letting her out of sight. For most of the day they follow the trail to the point where they come close to the foothills of the Sword Mountains. It is there that smoke is smelled on the air and shortly ahead they soon find a house on fire!

Having learned from the townmaster that orcs have been raiding near Phandalin, the party is on guard and their fears are realized as they find orcs pillaging the homestead. The party rushes in and attacks as cries for help come from the burning house.

Most of the party attacks at range, but Bortas courageously rushes in, heals a downed human outside and rushes through the house in pursuit of a fleeing orc carrying a human female against her will. Elisabeth also charges into the fray and rescues a small child from the flames, but she suspects there are still people trapped upstairs!

19. The Pipe of Smoke Monsters

December 4, 2022
22 Ches

The party rushes to save the family as their house burns down.

Elisabeth manifests her echo to search upstairs. She exchanges places with it and finds the master bedroom empty and the children’s bedrooms engulfed in flames. She re-exchanges position with her echo to avoid the fire and escape.

Bortas continues his pursuit of the orc who is dragging the mother away with him. Before he reaches them, the woman manages to break free and the orc makes a run for it. Ryn bounds around the corner of the house as does Praxx from the other side, but they lose track of the fleeing orc.

Ryn asks the mother who is left in the house. The mother replies she does not know. She explains there are two children and her husband to find. Knowing the husband and a boy are already safe, the group needs only to find the little girl.

Ryn and the mother head into the burning houses cellar and the mother is able to coax her daughter, Summertide, out of hiding.

With everyone accounted for and the orcs dead or fled, the party stands with the family and watches their house burn.

Night falls and at Praxx’s urging the group moves away from the burning homestead. He wisely says the fire is a beacon. Who knows who else it would attract. The plan is to move a mile or so toward Phandalin and camp for the night. They can make for Phandalin in the morning.

The family is at first reluctant to leave, but quickly realizes that is the right thing to do. Before departing, however, the mother, Zarabeth, reveals herself to be a retired adventurer. She gave up the adventuring life to settle down with her husband, Lawrence, and raise two children Monty and Summertide.

Zarabeth offers some prizes from her adventuring days as a reward for saving her family from the orcs. They are all magic items that had belonged to her fallen companions.

For Praxx there is the Enduring Spellbook filled with many spells. (All level one Wizard spells from the Player’s Handbook.)

For Bortas there is the Tankard of Plenty.

For Ryn there are the Goggles of Night.

Also in the offering are a wand of a special imbued wood (Imbued Wood Focus), a Pole of Collapsing, a Rope of Mending, and a Pipe of Smoke Monsters …

Meanwhile, The Unlucky Arm magically appears. His eyes adjust to the darkness and settle on the dead form of an orc slumped over a boulder, three Cragmaw arrows stuck in its back. Very soon after making this discovery Arm encounters the rest of the party.

Zarabeth confirms the dead orc is the one who fled.

The party is not alone.

20. Into the Woods

January 8, 2023
23 Ches

Despite feeling uneasy with the prospect of goblins skulking about, the party makes camp. Praxx uses the Alarm spell to alert him to danger in the night and the two elves take turns on watch (as they require little sleep).

The night passes without incident under the first quarter of the moon.

The next day the party makes its farewells to Zarabeth and her family. Bortas fills their wineskin with his Tankard of Plenty and the family are grateful for the beer and their salvation as they head west on the Triboar Trail in apparent safety for Phandalin.

As camp breaks, Cadric and Vane, both competent trackers, inspect the ground for signs of goblinoids. They find not one, but two separate tracks. One heads northeast toward the hills and the other northwest toward the Neverwinter Wood as expected. Resuming their search for Gundren Rockseeker and Cragmaw Castle, the party track the goblins toward the forest. The party’s pace is brisk until they enter the forest proper and then stealth becomes the order.

Shortly after entering the woods, a sudden, load twig snap captures the party’s attention! Many yards in the distance a goblin is spot lurking behind a tree trying to stay hidden. Ryn moves forward with the intent to use her Sleep spell to capture the creature, but the goblin makes a mad dash away from the party. A chase ensues!

The forest is perilous with sudden drops, uneven ground, blowing dirt and ash, and hunter’s snares! Elisabeth blunders into one such net and is restrained, but is quickly rescued by Bortas. Cadric rushes past an orc, who gives chase after the elf. Cadric, wild shaping into his usual dire wolf, dispatches the orc into another snare!

To be continued …

21. Running Down the Gobo

January 15, 2023
23 Ches

The party’s pursuit of the goblin continues.

The orc frees itself from the snare and continues unwisely after dire wolf Cadric. The chase leads them past an ogre, who reflexively stops whatever it was doing and charges after them! Now the goblin leads Cadric, an orc, an ogre, and the rest of the party.

Cadric bears down on the goblin and bites down—with a soft mouth. The goblin goes limp, and not a moment too soon! The party is relieved as the prolonged chase was starting to wear them down, but there is now an ogre and an orc to deal with.

Ryn opens up with her shortbow on the ogre. Bortas turns to face the already wounded orc with his warhammer. Elisabeth moves in on the ogre, manifesting her echo as Cadric moves in to flank the monster. The ogre fooled by the echo attacks it. A miss! Via the echo Elisabeth swings true with her greatsword. Vane opens up with his bow. The ogre swings his greatclub wildly unable to connect with any foe. Ryn ultimately vanquishes the ogre with a Fire Bolt. At the same time Bortas” warhammer sends the orc to meet its gods.

With the chase over and their enemies neutralized the party catches their breath and decides how to deal with their captured goblin quarry. Vane ties the prisoner up with rope and a good “Ranger’s knot.” Ryn checks for valuables. Praxx ponders the spells in his repertoire that might help. Charm Person? Augury? Still in wolf form, Cadric considers changing back to speak in the Goblin tongue if necessary.

22. Finding the Castle

January 22, 2023
23 Ches

As the party rests after the chase, Praxx ponders what magic he can use on the captured goblin that will lead them to Cragmaw Castle where Gundren Rockseeker is assumed to be held with his map to the lost mine of Phandelver. The sacred bones come out and Praxx tries to divine the future with the Augury spell. The bones reveal both weal and woe. Praxx shrugs and uses Charm Person on the goblin.

Praxx and the rest of the party are not certain the goblin is actually charmed. Vane brandishes his blades to intimidate the goblin. [A call back to the Redbrands in episode 12, “A Night at Benihana.”] Behind and unbeknownst to Vane, Cadric, who is still in dire wolf, form stares down the now terrified goblin.

Ryn makes an obvious quip about what is to be done with their prisoner once he outlives his usefulness. This further persuades the goblin to cooperate. [While each character considers the alignment listed on their character sheets …] The pitiful creature leads the party through the woods promising to show them the way to Cragmaw Castle.

By early afternoon the goblin leads them through a clearing where the ground is heavily trampled with hobgoblin and owlbear tracks. The party decides not to investigate and press on to the castle.

By late afternoon the goblin announces they are nearing the castle. Cadric confirms this by transforming into a squirrel and darting up a high treetop. Elisabeth knocks the goblin out with the butt of her sword and the group presses on a short way to a clearing. The crumbling ruins of a once fine castle stands before them.

23. Finding the Boss Monster ... Straight Away

January 29, 2023
23 Ches

The setting sun casts long shadows on Cragmaw Castle and the light in the surrounding Neverwinter Wood becomes very dim. While staying in the cover of the forest, the party circles the crumbling structure taking in its seven collapsed towers with their arrow slits, the collapsed doors of the main, western entrance, a postern door on the south side, and with Cadric’s keen eyes, a curious canvas attached to the crumbling wall of a northern tower.

The party regroups back in the trees closest to this tower and hatches their plan. Ryn creeps through the rubble up to the canvas billowing lightly in the cooling air. She dons her Goggles of Night and gently pushes the canvas aside enough to take a peek. Beyond is the dark room of the base of the tower. The room is quiet and appears empty. A dank odor emanates from rotting crates and barrels stacked here and there. Ryn presses in further and finds two closed doors. One is to the east, the other to the south.

Ryn checks the east door and finds it in shambles and unlocked. She listens, but is interrupted by Praxx with whom she has periodically been relaying information back and forth via his Message cantrip. Feeling the chamber is safe, Ryn beckons the rest of the group to move up. She could use some elven ears to listen at these doors.

The party moves up, but Arm and Bortas elect to stay back in the woods to cover their approach. This is likely for the best as Bortas has not shown a penchant for stealth. He is redeemed somewhat by Praxx face-planting on some rocks with a loud, but short shriek! Time stops for a few heartbeats, but then when it is clear no alarm has sounded, Praxx takes a deep breath and collects himself as Bortas gives him a stern rolling of his dwarven eyes.

With everyone now safely in the tower, the elves each place an ear on a door with other helpful ears nearby. Hearing nothing beyond either door, the party chooses to go east and brings Bortas in to the tower from the woods to guard their flank.

Beyond the door a small passage connects one tower to another with another two doors again to the east and the south. Again the elves listen. The south door is quiet, but there is a hint of light from a burning fire coming through the many cracks in the door and gaps in its frame. The east door is not quiet. On the other side two voices argue. The words are not clear, but they are in the Common tongue. One voice is a strong, but calm female alto. The other is the gruff voice of a bugbear.

Elisabeth takes position at the door and tries to open it slowly and quietly, but she is immediately met with the low growl of a wolf! The argument ceases! The door swings open to reveal a wolf swiftly moving off of a bed to attack the intruders. A large bugbear and drow woman argue near a lit brazier and turn their attention to the wolf and then the door! Before the wolf can leap off the bed, arrows strike it dead.

Elisabeth boldly enters the room and manifests her echo. The drow charges her and makes an unexpected and unusual attack. Using her entire body she slams Elisabeth into the wall. Elisabeth ducks to miss a second quick attack from the drow, but then the bugbear with morningstar raised rushes in and clobbers her as he kicks the door shut.

Cadric knocks the door back open almost as soon as it closes and the party witnesses Elisabeth’s limp form collapse to the ground. Shaking off a memory of when a bugbear’s morningstar had downed him, Cadric confidently casts the Moonbeam spell and positions its silvery radiance precisely to encompass both enemies while leaving Elisabeth out of its light.

As Praxx and Cadric fallback, Bortas charges forward to plug the gap left by the fallen Elisabeth. Bortas unleashes Guiding Bolt with all of his divine might, with Praxx letting loose Scorching Ray. The bugbear takes a tremendous amount of punishment from the cleric and the wizard, but manages to keep his footing. Bortas moves into go toe to toe with the monster.

Suddenly the south door bursts open and two heavily armored hobgoblins charge the party’s flank. The lead hobgoblin is cut down by Ryn’s blades in one deadly attack.

24. The Doppelganger, The Dwarf and His Map

February 5, 2023
23 Ches

Vane turns to deal with the second hobgoblin and easily cuts him down with his dual shortswords.

Back in the room where Elisabeth has fallen, Vyerith yells to King Grol to split up so that Cadric’s Moonbeam can’t catch them both. Vyerith heads back toward the bed. The Moonbeam’s radiance further damages King Grol as he disengages away from the door in the opposite direction. Cadric repositions the beam to once again envelope Vyerith, but the drow, anticipating this, moves back to block the door where her bugbear companion once stood.

Praxx darts up to the doorway and flames roar from his hands. Vyerith avoids most of the damage, but is slightly singed.

Bortas” eyes widen as he notices now the unconscious form of his cousin, Gundren Rockseeker, lying on the floor at the bugbear’s feet! He moves in and channels divine energy from Hanseath, the Bearded One. Divine healing magic washes over both Elisabeth and Gundren and they begin to stir on the stone floor.

Elisabeth shakes off her near death experience, springs to her feet, and delivers a crushing, killing blow to King Grol. The bugbear topples to the floor in ruins.

Now alone, there is a moment of panic in Vyerith’s eyes. She considers the Moonbeam behind her and appears to make some split-second calculations. The drow leaps back toward the bed and thrusts an arm under the mattress, clearly searching for something.

Dashing in from his position outside, The Unlucky Arm takes the center of the room and hexes the drow reducing her ability to move nimbly. Bortas closes in on one side and attacks with his warhammer. Praxx ducks in and lets loose a Fire Bolt. Ryn lets off an arrow. Elisabeth with her echo unleashes a blistering double attack with her greatsword.

Vyerith takes a tremendous amount of punishment from the party and finally Cadric’s Moonbeam catches her. She withers under its light and suddenly her drow form burns away revealing her to actually be a doppelganger!

She finds what she seeks! A stitched leather sack! She bolts with it out of the room as fast as she can. Bortas tries to tackle her but fails. Elisabeth swings at her and misses. It is Arm who finally stops the doppelganger with a swing of his scythe. Vyerith is cut down and the leather sack she carried spills its contents onto the ground: coins and potions. A rolled of piece of parchment remains protruding from the sack. “My map!” exclaims Gundren, and indeed it is the map to Wave Echo Cave, the Lost Mine of Phandelver!

25. Tentacle-Face Snake Monster

March 5, 2023
23 Ches

As dusk fades into night and the moon rises, the party contemplates their next move. They have rescued Gundren. They have his map leading them to the fabled Wave Echo Cave. They are tired from a long days travel from the Triboar Trail and through the Neverwinter Wood. They sit in the dead King Grol’s bedchamber and weigh their options.

Bortas suggests intimidating any remaining goblins in the castle with the heads of their fallen leaders. He propose putting their heads on spikes and presenting them to cow any goblins they encounter. The group agrees and Cadric offers to reconnoiter the unexplored areas of the ruined castle, so they can effectively confront the remaining Cragmaw Goblins.

Wild shaping into a tiny spider, Cadric skitters down the stone floors, first south to the watch post of the two defeated hobgoblins and then west under a door into a pitch black chamber. With darkvision, spider-Cadric spies a door on the opposite wall and also two curtains presumably obscuring exits to the north: one in the northwest corner the other in the northeast.

Crawling under one of the curtains Cadric discovers a dimly lit shrine to Maglubiyet, the evil god of goblinkind. Before an altar three goblins bedecked in filthy robes kneel and chant softly. Climbing the wall to gain a better view, Cadric discovers a censer, ritual knife, and chalice on the altar top. Making note of these treasures he descends the wall and exits under a decrepit door to the west.

He emerges into a storeroom dominated by old casks and dirty sacks of grain. Out of place, lying on the floor is a bloody suit of chainmail, a heavy crossbow, and an unsheathed longsword.

Pressing further west and under another door, Cadric stops as he finds himself among four hobgoblins. Fortunately the fastidious soldiers do not notice the tiny Cadric on their immaculate floor. Many weapons hang from the walls above four bedrolls lying on straw pallets. The hobgoblins clean their weapons as they keep watch through an arrow slit.

Not wanting to tempt fate, Cadric retreats back into the storeroom and then south. He quickly finds himself in the ruined entrance hall of the castle. Its large doors lie collapsed and ruined in the entryway.{' '}

Cadric heads back toward the others through much rubble and debris and under another door leading back into the pitch black anteroom of the goblin shrine. He continues on back to the hobgoblin watch post and turns toward the barred door on the rooms south wall.

Creeping under the door, Cadric is confronted by the screech and swiping claws of a very hungry owlbear! He darts back under the door before the monster can eat him!

Cadric hurries back to the others, transforming back into his elf self.

The party modifies their plan as Cadric provides his updates. Ryn and Vane propose baiting the starving owlbear with food. Praxx suggests they use King Grol’s dead pet wolf for that and begins preparing the kill like a skilled hunter much to the surprise of Cadric the druid and Vane the ranger. The rest of the group find suitable containers to transport and scatter a trail of the slop.

The plan morphs into luring the owlbear into the goblin shrine with the party following up the ensuing mayhem with King Grol’s and the doppelgängers heads on sticks. With Bortas following, Elisabeth and Praxx carry the buckets of wolf meat and spread a grisly trail from the owlbear’s door through the anteroom and toward the goblin shrine. Ryn stands ready to unbar the owlbear’s door and let it escape.

Struggling to see, Elisabeth is led by Praxx through the pitch back room. As they near the curtains leading to the shrine a snaking, rubbery tentacle slaps at Elisabeth from above! Praxx drops his bucket and screams as he catches sight of a snakelike creature with four spiked tentacles for a face. “Run!” shouts Praxx as the creature lashes at Elisabeth. A teeth-lined beak framed by the tentacles snaps at her. She avoids the monster’s bite, but is gravely wounded by the tentacles. She manages to disengage from the creature.

Bortas covers Elisabeth and Praxx’s retreat as the monster, a grick, slithers across the ruined beams of the tower’s ceiling and attacks. Bortas conducts a fighting retreat, but not without cost. He manages to shut the door as he flees behind the others. Ryn shouts to the others to retreat as she pulls back away from the owlbear’s door. She waits for Bortas to get clear readies her Mage Hand spell to free the monster.

26. Unleash the Owlbear

March 12, 2023
23 Ches

Bortas moves to safety and Ryn follows after she frees the owlbear with her spectral Mage Hand. The party moves with haste through the ruined castle and back out the way they came in. Behind closed doors the owlbear can be heard slowly shuffling as it follows the trail of wolf meat. It slurps up the remains as it goes.

The party gathers itself in the tree line outside of the castle. Praxx and Vane determine the forest is safe as the moon casts a pale glow on the castle. Tired and depleted from the day’s adventure they set camp a mile away from Cragmaw Castle, not wanting to risk learning the fate of the owlbear, the grick, and the rest of the Cragmaw goblins.

Dawn breaks and the party is refreshed after their slumber in Neverwinter Wood. Gundren urges the group to take him back to Phandalin and then on to Wave Echo Cave to learn the fate of his brothers, but the party decides it is best to deal a blow to the Cragmaw Castle and put a check on the goblin’s banditry.

They arrive back at the castle before the sun has a chance to rise above the trees. They circle the castle once again and find goblin arrows at the ready through its arrow slits, but only on the western side of the castle. The eastern side—where the battle with King Grol took place—is quiet. They suspect the owlbear has control of that side of the ruins.

The party gathers outside the main gate of the castle. Hidden in the trees, they plot their next move.

27. Storming the Castle

March 19, 2023
24 Ches

The plan is hatched. Praxx casts Fog Cloud and a magical cloud covers the entrance to the castle and its flanking arrow slits. The goblins manning the arrow slits chatter in confusion and the castle becomes alert. Using the cloud as a screen the party moves in.

Elisabeth manifests her echo and follows it through the fog. She lets it pass out of view ahead of her and waits for one long breath. Hearing no commotion caused by the appearance of the echo, Elisabeth follows it out of the fog and finds herself in an empty intersection with six closed doors visible. Two doors most certainly lead back to the guard posts and their arrow slits overlooking the fogged in entrance. She listens intently.

The goblins are certainly active behind the closed doors and are definitely aware of the party’s intrusion. Behind her arrows fly blind from the arrow slits as Vane makes a less-than-quiet entrance. He rushes to take up position near Elisabeth in the corridor.

Inside the castle doors swing open! Through the northern most doorway a handful of hobgoblins command the counterattack against the invaders. Goblin arrows streak at the pair in a near-deadly crossfire. The echo is eliminated and Elisabeth and Vane are badly wounded as many goblin archers aim true.

Under the cover of the magical fog, the rest of the party rushes in. Elisabeth and Vane trade bow shots with the goblins. Elisabeth fells one goblin to the south. Taking more ground and allowing the party to advance, Vane moves across the intersection, but triggers a tripwire causing a portion of the ceiling to collapse down on him! The elf ranger is badly wounded.

Swiftly reacting to Vane and Elisabeth’s peril, Bortas moves up through the fray. Setting aside any crisis of faith he might have had, Bortas calls out to Hanseath, his dwarven god of carousing, brewing, and singing. Hanseath apparently delivers! Bortas issues forth a wave of divine energy, fully healing both Elisabeth and Vane!

The good fortune is short-lived however.

As Vane regains his footing the door behind him opens to reveal four goblins. Two pepper him with arrows. Two more dart in with scimitars swinging and then swiftly disengage. Once again Vane is left badly wounded. He manages to retreat, falling back to the back ranks of the party at the castle entrance.

The battle continues. Ryn winds and weaves through her allies letting loose a shot from her bow. Cadric sends a magical flaming sphere bounding through the intersection and blasting into the room where the goblins emerged to attack Vane. Praxx follows with an Ice Knife and more goblins fall and others are badly wounded.

After the magical assault the goblins look for an instant like they are about to flee, but a commanding voice yells at them to stand their ground. Cadric’s eyebrows raise in understanding. The hobgoblins are calling the shots here.

28. Storming the Castle, Part 2

March 26, 2023
24 Ches

In the entrance hall the deadly crossfire of goblin arrows continue with enemies emerging from behind doorways long enough to shoot. Elisabeth’s leather armor is unable to protect her from the onslaught. One hobgoblin’s shot strikes true, badly injuring the echo knight!

Cadric emerges in the entrance hall to get a better view as Elisabeth falls back behind a corner, having effectively drawn all the goblins arrow fire. She quaffs a healing potion and calls upon her Second Wind.

Satisfied with the scattered goblins in the inner chamber, Cadric dismisses his flaming sphere and utters another incantation. A flaming scimitar appears in his hand and he bounds after more goblins.

Happy Elisabeth has healed herself and Vane remains out of danger, Bortas uses his divine magic now to buff his allies and calls down the blessings of his god onto Cadric, Elisabeth, and Ryn.

In a stealthy perch where Vane had triggered the ceiling collapse, Ryn considers the two doorways. One door leads into a room swarming with goblins. She cannot see them, but she can certainly hear them clattering around. She wonders why they are not visible in the door way. Then she notices the entrance to their room is thick with an oily substance. The other door was the gateway for Cadric’s flaming sphere. Ryn observed the goblins scattering in all directions to avoid a fiery death. On the far wall she notices a monstrous creature lying apparently dead. This must be the grick the others had described. Also spotted is an overturned table barricading an empty doorway.

Her attention quickly returns back to her immediate proximity as her eyes catch movement. A lone hobgoblin moves down the wall toward her, seemingly unaware of her hiding spot. Ryn make her move and makes a devastating sneak attack against the hobgoblin and, without missing a beat, skillfully twirls away from a second goblin who was hiding on the other side of the doorway. With an ironic use of his Expeditious Retreat spell, Praxx advances rapidly and joins Ryn. The two now dispatch the goblin and chase another through curtains into the shrine.

Back in the entrance hall, The Unlucky Arm takes note of another oily slick flooding the entrance of another southern doorway. Beyond it, goblins avoid the substance and send arrows north through the corridor. The warlock forgoes magic and instead produces a torch! He tosses it deftly and the space behind the doorway goes up in flames. One goblin issues a Wilhelm scream and collapses in the fire.

Arm then turns his attention to the goblin guard post flanking the entrance and confronts the two goblin archers therein. One goblin attacks immediately with his scimitar, but is confounded in the last moments of her life. The scimitar grows deathly cold as icy death feeds back from Arm’s body through the weapon and into the goblin’s body. The rigid creature falls dead to the floor. Seeing this, the remaining goblin drops his weapons and cowers before the warlock!

Recalling the hobgoblin shouts to the weaker goblins to stand and fight, Elisabeth charges out of cover and through the north doorway from which the hobgoblins have been attacking. Vane and Bortas follow as Elisabeth finds herself contending with three hobgoblin longswords!

29. Castle Stormed

April 2, 2023
24 Ches

Bortas introduces a goblin’s face to his warhammer, giving Elisabeth a safe escape route. The hobgoblins surrounding her deal out more punishment. Elisabeth gives back as much as she take and then, with her echo following, she conducts a fighting retreat and opens a gap for her companions. Two hobgoblins bloodied by Elisabeth fall back toward the shrine where Ryn awaits in hiding.

More goblin arrows fly from the south. A pair of goblins continue to use the burning floor as a screen for their attacks. Cadric and Vane both take cover behind a corner with Vane returning fire. The sizzling sound of water poured over a hot surface draws Cadric and Vane’s attention. Behind an open doorway a handful of goblins are in plain view with buckets. Steam rises from the floor erasing the oily substance that was there before.

With the dubious obstacle removed, Praxx darts in with magical speed and lets lose an Ice Knife attack downing two goblins. The surviving goblins let their buckets fall to the floor and go for their weapons. Cadric charges into the fray with his Flame Blade swinging.

In the guard post flanking the castle’s entrance, Arm intimidates the cowering goblin to order his kin to surrender. The goblin nods his head frantically, but the frightened look in his eyes makes Arm wonder if this goblin is scared senseless. Deciding the pitiful creature is no threat regardless, he utters magic words and rejoins the battle. The frightened goblin’s eyes widen and jaw drops as he watches Arm’s body become a shifting blurry haze as it exits back into the hallway.

Goblin archers to the south are unable to effectively target the warlock’s blurring form as he emerges into view. He returns fire with his own Eldritch Blast. Possibly confused by Arm’s appearance and also the commotion in the adjacent chamber where Cadric and Praxx are attacking, the goblins begin to shift position to handle these evolving threats.

Further up the entrance hall Bortas places a hand on Elisabeth, healing her with his divine magic. Refreshed, Elisabeth evolves her tactics, determined to break the hobgoblins hold over the goblins. Meanwhile from her hidden position behind the shrine, Ryn expertly slays the last goblin in that room. She now takes aim at the two hobgoblins retreating from Elisabeth’s earlier attacks.

Elisabeth sends the echo back into the room with the hobgoblins. They see the spectral vision approach with its greatsword and they stop their retreat to again face the seemingly loan attacker. From Elisabeth’s vantage point she watches the two hobgoblins threaten her echo and she smiles as the life leaves the eyes of one and it collapses to the floor with an arrow from Ryn in its back. Determined to vanquish the last hobgoblin, Elisabeth digs deep within herself and then channels two lethal greatsword attacks from her echo against the hobgoblin.

With all the goblinkind defeated in the north part of the castle, the party rejoins for one last push in the south. Cadric continues his attack with the goblins in what appears to be the castle’s mess hall and kitchen. One goblin manages to push aside an overturned table to gain access to an exit and flees. Another tries to flee, but is cut down as the full strength of the party is brought to bear on the remaining goblins.

Knowing an owlbear likely awaits on the eastern side of the castle, Praxx musters up a surprising bout of strength and pushes the table back into place, once again blocking the exit the goblin used. With a bow shot from Vane, the last goblin falls to its death into the flames still burning at the end of the southern passage. The party breathes a sigh of relief as the castle—at least this side of it is secure.

Considering their options, the party prepares to rest and recover from the battle. Arm stands watch near the main entryway of the castle. Vane ties up the frightened and now-captured goblin. Morning light creeps through the forest outside the castle, yet the sun itself has yet to show itself over the treetops. It’s been a busy morning so far in the Neverwinter Wood.

30. Tasks Failed Successfully

April 16, 2023
24 Ches

Battle has ended in Cragmaw Castle.

All in all four hobgoblins and sixteen goblins were defeated. Of the sixteen, one has been captured—scared silly by the magic of Arm, and tied up by Vane—one burns in an apparent grease fire. Shaking down all of these foes (except the one cooking) yields many coins.

After a much needed rest after the battle, the party searches the western side of the ruined castle for more treasure. The eastern side is still off limits as no none is willing to breach the goblins makeshift barricades for fear of the owlbear that might still be roaming about.

Praxx leads the exploration with Detect Magic cast. Taking the time to cast the spell proves fruitful as it reveals an aura of divination emanating faintly from a burned out brazier in the room where the grick was encountered.

Praxx eyes no traps on the brazier, but calls for Ryn’s expertise. As Ryn investigates with her thieves’ tools, Cadric uncharacteristically knocks the brazier over while trying to help. Spent charcoal spills on to the floor sending up a small grey cloud of ash. When the dust clears a small detached hatch cover is discovered on the stone floor and unfurled in front of it is a gold statuette of a sun elf rolled up in a red cloth. The divination aura emanates from the statuette.

Bortas picks up the statue and as he holds it notes a heightened sense of curiosity within himself. Not wanting to spend time examining the object, Bortas pushes the feeling aside for later.

Through the curtains into the shrine, the party recovers the ornate censer, knife, and chalice Cadric had discovered the night before when scouting the castle. Those objects do not reveal themselves to be magical, but they are obviously fine—valuable—pieces of art.

Adjacent to the shrine, the party moves into the storeroom where the hobgoblins made their stand. There are many crates and casks of various, rotten food. Of note is a bloody suit of chainmail piled on the floor. Lying along side it is a heavy crossbow and a longsword without its sheath. The emblem of Neverwinter is worked prominently into its hilt.

Elisabeth takes an interest in the chainmail as her current leather is not offering the protection she would like. Praxx cleans the armor for Elisabeth with a quick cast of Prestidigitation and she tries it on. She finds it wears well, but will require a proper fitting when she can next visit a blacksmith.

While Elisabeth dons her new armor, Cadric once again is struck with a spell of clumsiness while investigating the storeroom. He knocks into a cask and to everyone’s amazement discovers it is full of a fine dwarven brandy. The party partakes and finds that the brandy invigorates them. For some unknown reason, no one wants to drink more than a cup. Perhaps too much of a good thing would not be so good ….

During all of this searching for loot, Vane interrogates the only goblin left alive and manages to extract some useful information: the goblin’s name, Rechedan, but most importantly that not all of the Cragmaw Goblins are accounted for. A patrol of hobgoblins has been searching for the party, led by the hobgoblin captain, Targor Bloodsword.

With this news the party recalls how they discovered a goblin spying on them as they trekked through the Neverwinter Wood and how that goblin ultimately led them to Cragmaw Castle. That goblin must have been a scout for this patrol!

Despite Gundren’s urging to leave at once for Phandalin, the party decides instead to await the return of this patrol. Gundren and the goblin prisoner hole up in the interior chamber with the dead grick as the rest of the party take up positions behind different arrow slits to cover the many approaches to the castle. Bortas and Elisabeth stand watch around the corner from the main entrance.

The sun rises high above, bringing warmth to the castle … and the patrol. A large hobgoblin, presumably Targor, leads at least four others marching in formation. Two very well-trained wolves flank their master as well. In the back of the formation the red robes and glass staff of Iarno Albrek are spotted!

Elisabeth takes a deep breath as she aims her newly acquired crossbow. Bortas watches Targor closely.

The large hobgoblin sniffs at the air. The wolves stir. They must have smelled the grease fire and awful smell of charred goblin. With quiet whispers and hand signals the hobgoblin captain signals his patrol to withdraw slowly into the woods.

Seeing their enemy starting to fade back into the trees, Bortas and Elisabeth make a judgement call. “We drank your brandy!” shouts Bortas. Targor spots the taunting dwarf and growls as Elisabeth’s crossbow bolt speeds past and strikes Glasstaff.

Battle has begun once again at Cragmaw Castle.

31. Routing the War Band

April 23, 2023
24 Ches

Elisabeth strikes true a second time as Glasstaff fails take cover. With a sneer he turns back toward her. Elisabeth sees the evil wizard’s lips move and his hands moving with a magical language of their own. Before she can react her entire body seizes up. She is paralyzed!

Moving swiftly from his hiding spot, Bortas shoves the immobilized Elisabeth back behind the cover of the wall and out of the line of sight of the hobgoblins who now are launching arrows from behind tree trunks just outside the castle.

Cadric rushes out of the castle and through the storm of arrows and transforms into a dire wolf. He continues bounding toward the wizard until he has the wizard in his toothy maw. Along with his bones, Glasstaff’s concentration is now broken and Elisabeth is released from his spell!

All is not well for Wolf-Cadric now as Targor’s wolves leap at him followed up by two hobgoblins and their longswords. The dire wolf gives back more than it takes in punishment. The party lets loose with arrows, crossbow bolts, and magical fire bolts to support the druid.

Praxx darts out of the castle with Bortas and Elisabeth. He calls up his Scorching Ray spell and targets Targor. Somehow all three of the deadly rays miss as the Targor barks new commands to his squad. The hobgoblins retreat into the woods, but indicate with their movements that they intend to sweep around to the castle to the south.

More attacks from the party bring down Targor’s wolves and a Sleep spell from Praxx neutralizes two hobgoblins who remained to harass Cadric. Now free of threats, Cadric snarls and leaps into the woods after Targor and his troupe.

As Wolf-Cadric fades into the woods Praxx swoops down on the limp form of Glasstaff. Unconcerned with whether the wizard is dead or alive, he pries the glass staff out of Iarno’s hands claiming it for his own. The staff is a hollow tube of glass, but feels as strong as oak. He can sense its enchantments, but knows also that he will need to take time to attune to its powers.

A quiet falls around the spot where Iarno Albrek lies along with the two sleeping hobgoblins and the dead wolves. The muffled sounds of chase are heard through the trees both to the south and the north while Bortas, Elisabeth, and Praxx begin securing their new prisoners with rope.

The report of The Unlucky Arm’s Eldritch Blast calls out. The warlock had been watching the side entrance and now has just missed two hobgoblins who are charging in. The barricade still stands against the closed door in the empty dining hall, but Arm smartly requests aid nonetheless. Both Vane and Ryn answer the call and take up positions with bows at the ready.

Realizing he is in the middle of a potential crossfire, Gundren takes cover behind the dead grick, leaving the frightened Rechedan tied up in the middle of the room.

In the woods Wolf-Cadric spots Targor and two of his soldiers and gives chase. The heavy panting and blood racing through the dire wolf’s body is exhilarating! Cadric catches the quarry as they turn to face him with swords at the ready. “Finish the druid,” Targor commands.

32. Ash Zombies

April 30, 2023
24 Ches

Upon hearing Targor’s order to kill him, Wolf-Cadric attacks and nearly fells one of the three hobgoblins. Deciding caution is best, he withdraws, but not before taking a counter-strike from the wounded hobgoblin. He reverts to his normal form, and immediately uses his Wild Shape ability again. This time he transforms into an even bigger dire wolf!

Cadric retreats back toward Cragmaw Castle and his companions hoping to draw the hobgoblins with him, but Targor is not falling for it. He orders their own retreat and disappears into the Neverwinter Wood on a track that appears to have them circling back around the north side of the castle.

With his dire wolf head hung low, Cadric pads back to castle’s clearing. There, Elisabeth, Praxx, and Bortas were preparing to reinforce Cadric. They had knocked out their prisoners and were preparing to reenter the forest, but now they all regroup in the castle.

The unconscious Glasstaff and two hobgoblins are deposited in the castle’s shrine. Rechedan, the fearful and soiled goblin, is not sure what to think of the additional prisoners. His spirits sink further.

After a brief conference, the party dispatches Cadric and Vane to scout the forest perimeter for more of Targor and his men. The others remain inside and remain alert to any interlopers—owlbear, or not—on the barricaded eastern side of the castle.

Outside Vane quickly picks up the trail of Targor’s troupe, but is dismayed when he finds it abruptly end in the trees just north of the castle. Troubling also are traces of a thick, resilient ash among the brush: signs of ash zombies!

With this discovery Cadric and Vane hightail it back to the others, and the party decide to leave at once for Phandalin, not wanting to deal with both zombies and Targor’s remnants. Praxx casts Floating Disk to transport the unconscious, bound and gagged prisoners. Gundren briefly celebrates their departure.

The day grows late as the adventurers make haste through the Neverwinter Wood. Vane determines they have made it half way through the forest, when a grey form is scene wandering aimlessly ahead.

The group hides … and Bortas spills his beer and curses up a storm at that. The grey form turns to face them and seven other ash zombies emerge from the trees and bear down on the party.

Battle ensues! The zombies move in, but much more slowly than the party. The adventurers close in and easily take the upper hand. Bortas successfully turns many of the undead causing them to flee. The remainder our easily cut down by punishing shortbow shots from the hidden Ryn. The only setback occurs when Vane attacks and breathes in a cloud of ash from the struck zombie. This leaves him momentarily coughing spasmodically, but he quickly recovers.

33. Taking Inventory

May 7, 2023
24 Ches

The battle continues.

While the ash zombies do not prove to be a terrible threat, some of them do need to be “killed twice” it seems as on more than one occasion the creatures rise up once again after what was thought to be a killing blow. The remaining zombies are cut down by Bortas and Elisabeth.

The party opts to let the fleeing ash zombies go and they continue on safely reaching the forest’s edge shortly after sundown. Camp is made, prisoners are secured, and the party considers the treasure they need to sell, and the equipment they need to buy once they reach Phandalin.

34. The HOPS

May 21, 2023
25 Ches

The noon sun shines brightly in a somewhat cloudy sky and a westerly breeze welcomes the party back to Phandalin. The town is bustling with activity and the people move about the town with more verve than before. Clearly the oppression of the Redbrands is lifting.

Passing Barthen’s Provisions, Elmar Barthen waves a friendly “hullo” as he directs his two young stock hands unloading a cart of goods. Passing the Stonehill Inn the innkeeper’s wife greets the party with smiles as she ushers in lunchtime patrons while her son and Carp Alderleaf play. Carp is proud and delighted to see his cousin, Ryn. Clearly the adventurers stock has increased in Phandalin!

Gundren leads the troupe to the Townmaster’s Hall where Sildar greets them. He is surprised by the prisoners restrained on Praxx’s floating disc and delighted to discover Iarno “Glasstaff” Albrek among them. Gagged and bound the traitorous wizard can only avert his eyes in shame from Sildar’s gaze.

After securing the prisoners, Sildar sits down with Gundren and the rest of the party to catch up and compare notes with Gundren after their separate incarcerations by the Cragmaw tribe and their separate rescues by the party.

The adventurers agree to head to Wave Echo Cave the next morning after resupplying and refreshing themselves. This assuages Gundren’s anxiety somewhat. He understands the party must be fresh to deal with the dangers that lie ahead, but he is also worried about his brothers, Nundro and Tharden who have gone ahead to the lost mine.

Quietly listening to all of the news and planning is the townmaster, Harbin Wester. When Harbin tries to speak up about the orc threat near Wyvern Tor, Praxx has none of it. The wizard berates the cowardly townmaster for letting the Redbrands terrorize the place. Harbin shrinks away from the confrontation behind his office door, but not before Praxx uses his magic to “soil” the townmaster’s pants. Although it is not entirely clear what happened to Harbin Wester, his cries behind the closed door suggest he thinks he has soiled himself and is unaware of Praxx’s prestidigitation.

With Harbin gone and everyone now up to speed, Sildar rewards the group with 500 gold coin for defeating the Cragmaw Goblins and another 200 gold pieces for bringing in Iarno Albrek alive. Sildar also hints that if anyone wanted to become official agents of the Lords’ Alliance he would welcome them. The group considers this and is grateful for the rewards and also for Sildar’s safekeeping of their previous treasure. After collecting those assets the group sets off to trade with the local merchants!

The party spends the day trading at the Phandalin Miner’s Exchange, Barthen’s Provisions, Lionshield Coster and with Adabra Gwynn, a potions maker, who lives south of town on Umbrage Hill. By nightfall they find themselves all back at the Stonehill Inn for rest and relaxation.

Here are the important moments of the day.

Unwanted gemstones could be sold and coins could be exchanged for more compact denominations at the Phandalin Miner’s Exchange. The party is surprised to find even electrum and platinum coins available for exchange in large numbers there as opposed to the more common copper, silver, and gold. Watching party members from the back of the house is the proprietor, Halia Thornton. She watches from the back of the house with calculating eyes and when she speaks is very reserved and guarded. It is clear she is taking an interest for good or for worse.

The party sells other treasure at Barthen’s Provisions and Lionshield Coster. Barthen’s generally has inexpensive gear available, while the Lionshields have a selection of arms and armor. Most treasure is sold off with the exception of a pearl and the gold statuette of a sun elf. The pearl is an important spell component for the identify spell, which Praxx uses to fully understand the magical qualities of the gold statuette.

Any non-evil creature grasping the statuette can ask it a question and receive a telepathic response, as though it had cast augury. Once a creature has asked its question and received a response, it can never activate the statuette again, but another creature can have a go.

Praxx also purchases a brass field brazier from Barthen’s and uses it to conjure his new familiar, an owl he names Jerry.

When the party arrives there at Lionshield’s Coster, Linene Graywind, the proprietor, is very happy to see everyone—even Ryn, to whom she gave a cold reception during their previous meeting. Like everyone else Linene is happy the party has rid the town of the Redbrands, but she is especially happy because the party’s information led to the recovery of the Lionshield’s stolen goods from Klarg’s lair. For that Linene rewards the party an additional 50 gold and offers to help the party anyway she can. Like Sildar she is now an ally of sorts. Combined with the sale of the treasure and the rewards from Sildar and Linene, the party’s shared wealth is 1,456 gold pieces.

At Lionshield Coster Elisabeth has her newly acquired armor adjusted. During the fitting she encounters Sildar who gazes curiously at the chainmail suit. Sildar assumes she acquired the armor from the Cragmaw Goblins and asks about his own gear that the goblins took from him during his capture. He is especially interested in his sword, which is recognizable by the emblem of Neverwinter worked into its hilt. It occurs to Elisabeth at this moment that her new armor might actually belong to Sildar and she offers it back to him. Sildar does not acknowledge ownership of the armor and instead says she should keep it as his adventuring days are over. Elisabeth suspects Sildar’s capture and torture by the goblins has traumatized him.

After a long day of trading and resupply, the party finds themselves at the Stonehill Inn for rest and refreshment. The place is packed. It appears the entire town has gathered in and around the inn’s taproom. Gundren has been regaling the townfolk with stories of the adventurer’s exploits. Together with the defeat of the goblin tribe and the Redbrand’s, the adventuring party is given the name: the Heroes of Phandalin Superb or the HOPS for short! The HOPS quickly find their coin is no good at the inn. Toblen and Trilena Stonehill will not accept payment for food, drink, or even lodging. Everything is on the house! This revelation kicks off a raucous affair of drinking and merriment.

The night is indeed festive, but not without some serious business. Daran Edermath, the retired adventurer who tends an orchard in town, reports that he has not seen Gundren’s brothers for days. Sildar follows up that dire news with his own. While questioning Glasstaff, the wizard revealed the identity of the Black Spider who has been the puppet master behind both the Redbrands and the goblins.

Glasstaff claims the Black Spider is a powerful drow wizard named Nezznar and had already discovered the location of Wave Echo Cave without Gundren’s map. He has surely gone there with other drow and goblinoids and found Nundro and Tharden. This news is very unsettling to Gundren.

The next day the HOPS are hungover, especially Praxx and Ryn—Bortas is not of course—but not so hungover that they can’t continue their adventure! Arm is also missing, but Praxx finds the warlock’s bottled respite (his genie bottle) and takes it with him.

The HOPS part ways with Sildar and Gundren in Phandalin and, with Gundren’s map to guide them, the HOPS head east into the foothills of the Sword Mountains. The shadows grow long and the wind picks up in the valley, but the troupe finds their way to the cave entrance of the fabled lost mine of the Phandelver Pact.

Praxx sends his owl familiar through the cave entrance to scout. While doing so, others steady Praxx as he establishes a telepathic connection with Jerry to see and hear through the owl. The owl flies into the cave and down a long entrance tunnel that eventually opens up into a large cavern. Inside Praxx hears the momentary sound of a crashing ocean wave echoing off the cavern walls and a seemingly load-bearing natural pillar of rock.

Around the cavern are stalagmites, and around one of those stalagmites, a sturdy rope is tied off and dangles down the side of a pit. Presumably formed as the result of a section of the cavern collapsing, the pit is ten-foot-wide and twenty-foot-deep. Rough-hewn tunnels exit below out of the pit, heading northwest and east. Opposite the pit in the western part of the cavern, three bedrolls and various supplies sit behind the shelter of the rock pillar. Lying amidst that is the body of a dwarf miner.

Upon noticing the body, Praxx informs everyone and beckons Jerry to return. As the owl turns back another tiny creature flies past. Both the owl and a stirge emerge from the cave mouth. The party recoils at the site of the giant mosquito-bat and are reluctant to press on without further rest. They make camp, but do not light a fire for fear that the light would attract more stirges. They seem to have that right as throughout the night the “watchelves” note many stirges flying out of the cave, but none are interested in the cold and dark campsite.

The HOPS sleep safely through the night, but awake the next day feeling not as rested as they could have had there been a fire. No matter! They are rested enough for whatever the day brings.

35. Foreboding Dreams and the Cave

June 4, 2023
27 Ches

The party reflects on their troubling dreams from the night before as they break camp.

Vane dreamt of a sharpshooting contest with Ryn. They were on her aunt’s farm aiming for a scarecrow. No matter how far away the target was, Ryn always hit it while Vane struggled to do so. Vane has the realization that Ryn might be the better shot now.

Ryn also dreamt of her aunt’s farm, but she is inside and she is a little girl.

It is the past. She sneaks through the house. Looking where she shouldn’t, she finds an ornate book in a trunk at the foot of her aunt’s bed. Opening it she perceives subtle telltales of magic. Suddenly she finds herself closer to the present, but still in the past—the recent past. She has a similar book in her hands, but she is standing in Glasstaff’s chambers. The wizard’s treasure is spread out before her, but she remains transfixed on the book.

Ryn ponders the magical books and reflects on her newly developed magical skills.

In Elisabeth’s dream she found herself also in the Redbrand’s hideout under Tresendar Manor.

She is in the crevasse at the nothic’s battered treasure chest. A small obsidian shard finds its way into her hands. At its touch she is transported backward. Now she stands a few paces pack from the chest. The shard is gone. She approaches the nothic’s battered treasure chest. A small obsidian shard finds its way into her hands. At its touch she is transported backward Now she stands a few paces back from the chest. The shard is gone. She approaches the chest again. The cycle continues …

Praxx’s dream was a nightmare. Like the previous night he sent his owl familiar scouting ahead in Wave Echo Cave, but in his dream the bird flew into a chamber filled with green light and was struck by some force. Only a single feather remained of Jerry.

Cadric’s dream was stranger still. In it the entrance to Wave Echo Cave loomed before him, but was suddenly replaced by the moon. The moon’s bright luster slowly faded to a blood red and darkness and danger seemed to rapidly grow in around him.

Bortas’ dream transported him to a merry celebration of beer drinking and frivolity, but the celebration switched suddenly. The color of the dream washed away and was replaced by shades of grey. Bortas’ kith and kin stood around mourning the loss of Tharden who was lying in state. Nundro, the other brother of Gundren, was no where to be seen in that dream.

Trying to shake off the strange dreams, the HOPS enter the cave’s mouth and follow the narrow winding tunnel that leads to the cavern where Praxx’s familiar ended his initial scouting of Wave Echo Cave. The sounds of distant booming, ocean waves periodically wash over the cavern as the party takes in the chasm below and the rope leading up from it to the abandoned camp site. The sight and smell of the dead miner immediately bring back last night’s dream to Bortas. His cousin Tharden lies dead before him. Praxx deduces burns on Tharden’s body were caused by lightning damage. Praxx cleans up the corpse with prestidigitation. Bortas covers his cousin’s body with a blanket lying nearby.

Praxx sends out his familiar, Jerry, to scout ahead of the party, while they investigate the camp site. Among Tharden’s camp the party finds many useful items, but not much of value. They take note of many foodstuffs: sacks of flour, bags of salt, and casks of salted meat. Elisabeth takes interest in a pickaxe, shovel, and considers taking a lantern. With the lantern are many flasks of oil. The party stocks up on them as Praxx suggests the oil could be used for burning enemies as well as lantern fuel.

During the salvage of the camp, Bortas regards his dead cousin lying under the blanket. His boots protrude from the shroud and Bortas bends down to adjust it. He notices the boots are remarkably clean, even compared to the magical cleanup Praxx just performed. Suspecting they are magical he removes his own and tries them on. The boots seem to adjust themselves to his feet for a perfect fit. Bortas notes he will need time to later to learn the properties of these boots as his companions are ready to move down the rope and into the chasm.

Bortas is first to descend the rope and is surprised by Praxx! The gnome with a new flair of confidence jumps off the side of the chasm and is miraculously caught by Bortas. Both are astonished neither one of them are injured!

After the party climbs down into the chasm they find two new ways to go. Based on Jerry’s reconnoiter, they know the left passage leads to a network of tunnels presumably created by the original miners of the Phandelver’s Pact. To the right is a natural tunnel that leads to an even larger cavern littered with ancient bones of dwarves, gnomes, and orcs. This is the way they go.

Cadric casts Light on Elisabeth’s sword so that she can see. As the HOPS enter the large cavern Bortas cries out a warning as stirges swoop down on them from high above. Because of this warning the party is not surprised and defend themselves from the onslaught. The stirges zero in on Elisabeth. It becomes obvious they are attracted to her light source.

Bortas concocts a plan to take the pressure off Elisabeth. He has Cadric dismiss his Light spell, while he places his own casting of it on a rusty helmet lying on the ground. His plan works! The stirges stop singling out Elisabeth, but quickly determine that the light source is not as good of a food source. They divide their attention equally among the party.

Throughout the battle Elisabeth and Vane both take hits. The stirges sink their large probosces into them, but both are able to remove the blood suckers before they drain too much. Praxx keeps the stirges off of him with quick deployment of his Shield spell.

36. How To Fight Stirges

June 11, 2023
27 Ches

The battle continues and the party struggles at first to mount an effective defense against the giant bat-mosquitoes. Cadric conjures a spirit in the form of a fey-like butterfly and is able to heal nearby creatures through it. This buys the party time as their wounds are mended. Ryn manages to find outstanding cover and hide from the stirges. She continuously pops in and out of hiding to down a stirge with bow and magic. Elisabeth brings out her echo, but finds it ineffective in attracting the stirges.

Ryn smashes a flask of oil into the ground and Praxx ignites it with a fiery cantrip. Unfortunately this strategy is not completely effective. The stirges are not enticed by light alone. They expect to also find blood! When Elisabeth is struck she does attempt to detach and hurl a stirge into the fire. That almost works, but the stirge recovers its flight and evades the flames.

Building on this idea Elisabeth realizes she can detach the creatures and hurl them to a companion instead who then attempts to swat it with their weapon. This seems to be fairly effective as many stirges meet a bloody, splattering end at the end of the HOPS’ blades.

The tide of battle is turned in our heroes favor, but not for long.

A frantic scraping of claws on stone and a sickly, slobbery growling sound usher in a wave of ghouls from the north passage. Ten undead flesh eaters flood into the cavern and threaten to cut Vane and Cadric off from the rest of the party! Cadric wildshapes into a dire wolf to rise to the new threat.

Bortas brings out his holy symbol and commands the ghouls to be gone! Half of the vile creatures turn and run from the holy warrior. The other half prepare to have their feast on the living …

37. Stirges and Ghouls … and Skeletons

June 25, 2023
27 Ches

Loosing his chance to withdraw to safety behind Bortas and Elisabeth, Praxx bravely stands his ground and weaves spells at the invading ghouls. In the cacophony and confusion of the scene Ryn is not sure whether she should stay or go. She also chooses bravery and maintains her hiding place slinking along the walls to connect Vane and Cadric with the rest of the party.

Wolf-Cadric pounces into the fray hoping to clear a path back for he and Vane. Ghouls rake at his fur and his muscles seize up. He is paralyzed!{' '}

Vane fights his way through the ghouls and takes as much as he gives. He is badly wounded, but his elven blood has saved him from the paralyzing touch of the ghouls.

The remaining ghouls square off on two fronts: against Bortas and Elisabeth who guard the western escape to the cave entrance and against Wolf-Cadric, Praxx, and—unknowingly— Ryn who find themselves in a fighting withdraw to the south.

The battle goes poorly for the HOPS as five ghouls split the party. Ryn plays sniper and remains hidden while dealing terminal damage to a ghoul. Wolf-Cadric shakes off his paralyzation. Praxx searches for an escape to the south.

Praxx heads out of the large cavern into a natural passageway and quickly finds himself in a four-way intersection. Closed doors of a perfect size for dwarves (or gnomes) present themselves to his left and his right. He goes right and finds himself in a ruined barracks. The partially caved-in room is littered with more bones of the long ago battle that destroyed the mine.

The battle continues to rage in the cavern. Bortas struggles to connect his warhammer with a ghoul. Stirges continue their harassment from above as Vane takes position behind Elisabeth and Bortas. Cadric battles through many ghouls in his dire wolf wild shape. Ryn continues to slink through the shadows dealing damage as she goes.

Standing the center of the ruined barracks, clicking and cracking noises begin all around Praxx. The bones of the fallen dwarves and orcs knit back together and rise from the floor. Faint, red pinpoints of light appear in their dark eye sockets.

Back in the cavern Ryn has taken up position at the south exit and remains hidden in the shadows. She continues to deal punishment to ghouls and stirges as Wolf-Cadric thrashes against ghouls. Elisabeth and Bortas continue their stand off with the ghouls. Vane mends his wounds and readies his bow.

With a panicked scream Praxx flees the skeletons’ lair. He smashes an oil flask in the entrance, finds cover near Ryn’s position and ignites the oil. Flames light up the south passage as skeletons mindless walk through the flames immune to their pain, but not their damage. In six ranks of two, the skeletons march up the passage toward the cavern.

Ryn’s hiding place is so good, a skeleton does not immediately notice her as it passes within inches. She moves ever so slightly to allow the bony feet pass. For a moment it seems like the skeleton will simply unknowingly overrun her, but then it stops, pauses, and slowly turns with rusty sword raised …

38. Overcoming Paralysis

July 9, 2023
27 Ches

The skeleton’s rusty blade strikes the stone wall near Ryn’s head with a spark. She moves deftly out of its way and with her trickster magic sprays the skeleton with poison. The skeleton pauses for a moment but seems unaffected by the noxious gas. Noting poison is not the way to defeat these creatures, Ryn retreats north across the cavern trying to put distance between the onslaught of undead emerging from the south.

Bortas and Elisabeth start to have some measure of success holding the line. Elisabeth obliterates the last stirge and nearly bisects a ghoul in one stroke. She skillfully deploys her echo to flank the undead creatures and she and Bortas begin reducing the number of ghouls.

Praxx withdraws further north to the cavern entrance the ghouls used. He lets loose Ice Knife spells which are effective at thinning the skeleton ranks. His owl familiar returns at this moment and with telepathy he instructs it to make an opening for Ryn’s attack.

The owl unceremoniously flies into a group of skeletons and as Ryn prepares to strike, the skeletons send the owl back to the feywild. Praxx shrugs and realizes he can summon Jerry again.

Skeletons swarm over Cadric and knock him back into his normal elf self. He produces his flaming magical blade and starts dishing back damage to the undead monsters. Vane is healed by Bortas’ healing words and begins sending arrows into the fight reducing the threats to both Cadric and Ryn.

No longer able to hide, Ryn continues to withdraw to the north behind Praxx. If poison will not work, perhaps flames will. Using her trickster magic flames shoot from her finger tips engulfing three skeletons in flames.

Bortas takes a hit from a ghoul and nearly succumbs to its paralyzing touch. From deep inside he musters up the will to shrug off the vile touch. This proves to be a pivotal moment.

From this point on the battle clearly turns in the HOPS favor. All the remaining ghouls are vanquished. Cadric is nearly overwhelmed by skeletons, but arrows from Vane and healing magic from Bortas save him as well as Ryn.

Three skeletons remain in the fight. The five ghouls Bortas turned at the beginning of the battle have yet to return.

39. Exploring the Cave

July 23, 2023
27 Ches

The remaining skeletons are no match for the HOPS and are quickly defeated. Weary from the taxing battle, the party withdraws to the safety of the cave entrance and prepares for the five ghouls to return. Arriving back at the chasm, Bortas and Elisabeth guard its two entrances as the rest of the group climbs the rope to the high ground and the abandoned camp twenty-feet above. Anticipating the ghouls return, Praxx deploys caltrops and douses the ground with oil in strategic places. He then joins the others above, once his traps are set!

After a few minutes and after everyone’s adrenaline rush subsides, it becomes clear the ghouls are not coming back. Maybe they ran so far away that they got lost, or found something better to gnaw on. The HOPS relax and opt for a much needed short rest to patch wounds and prepare for the next incursion deeper into the cave complex. During this rest Bortas is able to attune to his Boots of Striding and Springing. Elisabeth has a hooded lantern sent down to her, so she isn’t reliant on others for light.

Roughly an hour passes and the adventurers are feeling replenished. Tensions rise once again though as both Cadric and Bortas spot movement beyond the north exit. Even more puzzling is the movement seemed to be not on the ground, but on the low, six-foot ceiling of the old Dwarven tunnels. Bortas sends a pair of Sacred Flames toward the location with the intent of providing brief light. He spies nothing.

Ready to move out, the party decides not to go that way. They head instead back through the cavern where they previously fought the stirges, ghouls, and skeletons with the intent of heading to a cavern beyond where a green light illuminates mushrooms and fungi. Along the way they decide to detour south to scout the area where Praxx discovered the skeletons.

This area appears to be the original entrance to the mine, but the opening is closed off by a cave in. On one side is the open door that leads to the old barracks where the skeletons were. On the other side is a closed door. A brief inspection of the old barracks reveals no further activity. Confident that no more skeletons will emerge and attack their rear, the HOPS investigate the closed door.

Bortas puts his ear to the door and hears nothing beyond. Opening the door reveals a chamber that was once an office or storeroom of some kind. A large stone counter bisects the room, set with three dusty balance scales made of iron. Cubbyholes carved into the north wall are stuffed with dusty paper scraps. Several long-dead corpses—gnomes and orcs by their look—are sprawled across the floor.

Hoping they are spell scrolls, Praxx is giddy with excitement at the discovery of the paper in the cubbyholes. Sadly they all seem to crumble to dust when disturbed. The party deduces, they probably were old records kept by the dwarves and gnomes of the old Phandelver Pact.

The chamber is not without its rewards though. Behind the counter is an old iron strongbox which Ryn easily opens with her thieves’ tools. Within it are a cache of ancient coins. The party evenly splits the 600 cp, 180 sp, 90 ep, and 60 gp.

As the party gathers itself, Praxx is alarmed to find the bottled respite (a.k.a. Arm’s genie bottle) is missing! He swears the item was secure on his person and can’t imagine how he would have lost it. Perhaps it happened during the battle ….

40. Poison Gas, More Ghouls, and a Big Ooze

July 30, 2023
27 Ches

Emerging from the ancient assayer’s office, Elisabeth is alarmed to find her echo is no longer there. Presumably something attacked the fragile manifestation and broke its spell. Elisabeth conjures another echo and the party resumes their cautious trek toward the green-lit fungi cavern.

The companions eyes scan the cavern ceiling of the mine’s old entrance, but only spot a lingering stirge that looks too old or too weak to have participated in the earlier feeding frenzy. Feeling like they are all being watched by whatever Bortas noticed back at the entrance the group quietly moves on. Praxx gulps some of Bortas’ beer to quench his thirst and hopefully his anxiety.

The party arrives at the fungi cavern. Dense carpets of weird fungi cover large sections of the floor. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence. It is enough to light the entire cavern.

Ryn hides herself against the wall and watches the party’s rear as Cadric leads the charge into the fungi cavern with Vane close behind. The ranger seems intent on finding an edible mushroom and Cadric is excited by the thriving life bringing light to the dark underground cave.

As the rest of the party enters the cavern their footsteps trigger puffs of green mist and gas to fill the air. They all begin to cough and fall back the way they came. Elisabeth, Ryn, and Vane are especially affected. They cough and wretch for several minutes as the party makes their way back through the old entrance cavern and then north into a new passageway, the one the ghouls used to enter the fray with the stirges.

They quickly arrive at a t-intersection with a door directly ahead. Ryn inspects the door for traps and then Cadric listens for sounds on the other side of the door. Detecting nothing, Elisabeth then bursts through the door, startling three more ghouls. They drop the ancient bones they were gnawing in favor for the fresh meat that has arrived through their door.

Combat ensues with the ghouls descending on the party at the doorway. Two block the party’s entry with the third lagging behind and a fourth ghoul who was hidden surprising Elisabeth. With the bottleneck everyone struggles to attack the ghouls. Bortas channels divinity, but only manages to turn one of the undead. Vane eschews his bow and makes his way into the melee with his two shortswords hacking away. Bortas opts to punch a ghoul in the face with great effect.

Outside the room Praxx jockeys for position to get a spell off into the room through the doorway. While doing so he backs into something slimy and hungry. He turns to face the creature who had been stalking them: an ochre jelly! The giant ooze swats the gnome with a spontaneously formed pseudopod. Praxx spins and wails as the ochre jelly’s acid burns his skin.

Seeing Praxx’s peril, Cadric turns his attention away from the doorway and let’s loose an Ice Knife spell at the ochre jelly. He hits it and manages to avoid showering Praxx with the exploding ice shards. Cadric then finishes the ooze with an outstretched hand delivering the touch of Inflict Wounds. The ooze bubbles and writhes as it looses cohesion and shrivels away into slimy mess.

Back in the room the ghoul Bortas punched returns the favor with a viscous rake of its claws. Bortas feels his body seize up as the paralytic dark magic of the ghoul takes hold.

41. Dancing on the Ceiling

August 6, 2023
27 Ches

Elisabeth and Vane easily dispatch the ghouls with some sneak attacks from Ryn. While Bortas still stands frozen under the ghoul paralysis, the rest of the party safely enter the room with the ochre jelly defeated outside. As the party starts their recovery from the gas, the ghouls, and the ooze, Bortas recovers.

The party holes up in the ghoul room and recovers from the battle. The room itself is a barracks similar to the one where earlier Praxx awakened the skeletons. There are two exits: the one they came in and a door on the west wall. Gnawed on bones litter the floor, but there is nothing else of interest.

Taking a page from their Cragmaw Castle playbook, the HOPS decide it is best to scout the surrounding area. Cadric wild shapes into a tiny spider, scurries under the west door and then up the wall to the stalactite dotted ceiling of Wave Echo Cave.

Keeping to the ceiling to avoid detection, Spider-Cadric creeps down to the network of mining tunnels and picks his way north through the complex. The tunnels have been laid out in an efficient grid complete with support scaffolding and mine cart tracks. They are cold, damp, and drafty. The persistent breeze flows toward the distant and thunderous sounds of the booming waves.

Upside down on the ceiling Cadric follows the mine cart rails up a slope and spots ghouls lingering on a ledge overlooking a greater cavern. The ghouls bear the wounds of swords, arrows, and magic. They are the ones that fled in their first battle. Cadric makes note of that and continues his dance across the ceiling west into the cavern.Steep escarpments divide this large cavern into three sections—high ledges at either end, and a lower section in the middle. Carved stone stairs climb up to the ledges. Two large tables stand in the middle section, along with a pair of old braziers. A smaller table stands on the eastern ledge. The skeletal remains of dozens of dead warriors—dwarves, gnomes, orcs, and ogres—attest to the fierceness of the fighting that took place here long ago.

Cadric skirts around the edge of the cavern and follows the first exit out: a passage leading north that ends in a t-intersection. To the left is another dwarven-made stone slab door (like all the doors in the complex). To the right the passage goes a short ways and opens up into another chamber housing a large, derelict machine.

Moving closer the contraption reveals itself to be an ancient blast furnace with mechanical bellows powered by a waterwheel. The waterwheel rests dormant in a ten-foot-wide dry channel cut into the floor of the room. The channel exits the cavern to the north and the east. Other passages exit the chamber to the west, south, and east.

A flickering green light emanates beyond the large bellows of the furnace. Slinking forward, but careful to stay in the shadows, Cadric spies a floating humanoid skull wreathed in green, magical flame. The skull glides slowly amongst a small cadre of dwarf and orc zombies who shuffle aimlessly about.

Embracing caution, Cadric falls back the way he came, back to the passage, the t-intersection, and then to the stone slab door. He climbs down to move under the portal. A faint fire light warms the stone as he enters the room. Grumbling sounds in a goblin tongue complain of hunger.

The room is yet another barracks. This one however is inhabited by five bugbears warming themselves around a brazier in the center of the room. The bugbears are too caught up in their hunger and frustration to notice the tiny spider spying on them. Even if they were paying attention, Spider-Cadric is well concealed amongst a makeshift barricade propped against the door. Apparently the bugbears are trying to keep something out.

Maybe it’s those zombies and their floating skull ringleader.

Cadric scurries back under the door and returns to the safety of his companions. While he was out Praxx used the time to summon Jerry back from the Feywild and the rest kept a weary eye on the room’s closed doors.

Upon hearing Cadric’s scouting report, the HOPS hatch another plan. The party relocates back toward Tharden’s campsite at the cave entrance and Vane and Ryn head out into the wild to hunt. They bring back venison for all to eat and also to be used as bait for luring the eternally hungry ghouls into an ambush!

As they finalize their battle plans, Bortas uses some of the venison and his endless supply of beer to make a buck beer soup for his companions. The warm soup in the safety of the camp site makes for a good night’s rest and provides hope and inspiration for the coming day.

During the night Vane spots a lone grick slithering from the mining tunnels toward the old mine entrance. He clutches his bow, but ultimately does not need it. The monster passes and the HOPS sleep soundly.

42. Can’t Hit An Echo

August 13, 2023
28 Ches

The HOPS find themselves strategizing in the depths of Wave Echo Cave, faced with the daunting challenge of confronting ghouls, bugbears, and the enigmatic Flameskull.

Prepared for chaos, the HOPS consider multiple options: luring monsters into a trap, exploiting safe spots to attack each group separately, making the monsters fight each other, or employing poison. Praxx, the wizard of illusions, sets alarm spells as a precaution, but the first attempt is interrupted by the vigilant bugbears.

Ryn and Praxx retreat, but not without consequences. Praxx takes a beating, and the group faces challenges as they try to regroup. A wild shot from Vane blasts Praxx’s pointy wizard hat from his head! Elisabeth’s Echo and Cadric’s Moonbeam prove crucial in thwarting the monsters” advances.

Vane, Ryn, and Cadric find a tactical advantage on a ledge, shooting from range. Bortas, demonstrating strength, hurls a spear into the fray. Meanwhile, Jerry, the faithful companion, patrols the Stirge cavern, ensuring no additional threats approach.

Praxx, undeterred, resets alarm spells with Elisabeth guarding. Jerry takes flight, providing an aerial perspective. Cadric, in a resourceful move, drops venison at various junctions in the dungeon, avoiding detection as he prepares to lure the ghouls back.

43. Oooga Booga (Yobogoya)

August 27, 2023
28 Ches

In the depths of Wave Echo Cave, the party embarks on a perilous mission to lure the ghouls into a well-laid trap.

Jerry, the ever-watchful companion, shadows Cadric, silently communicating with Praxx throughout the operation. The ghouls take the bait, all converging on Cadric, their hunger driving them forward.

A surprise on the west flank triggers Praxx’s alarm spell, leading to a confrontation with a bugbear. The bugbear withstands punishment but eventually withdraws, leaving Jerry to keep watch. A second bugbear, previously hidden, adds an unexpected twist to the unfolding events.

To bolster their defenses against ghoul paralysis, Bortas invokes a blessing on himself, Elisabeth, and Praxx. The ghouls, under a barrage of attacks, take a severe beating. Ryn’s critical hit and Vane’s steady aim rain arrows from above, contributing to the onslaught.

Elisabeth, armed with crossbow and sword, and Cadric, wielding Ice Knife and produce flame, add their magical prowess to the assault. Bortas, utilizing Sacred Weapon, proves to be a formidable force, but not without facing a ghoul’s critical strike.

Jerry, following the bugbears, leads the HOPS into a room with a mysterious pool, unveiling new mysteries in the depths of Wave Echo Cave.

44. Dropping Praxx is a Free Action

September 3, 2023
28 Ches

Jerry, the owl familiar, reports the two skulking bugbears have retreated north through a room with a large, natural pool. They are not fleeing in a random direction, but move with a purpose.

Jerry describes the cavern with the pool as roughly oval, 60 foot long (north to south) by 50 foot wide. There is one exit to the east toward the room where Cadric previously encountered the bugbears.

Ryn says, let’s wait until the bugbears come back and handle them like we did the ghouls. Vane says, bugbears are smarter than ghouls, we should move and ambush them where they don’t expect them Bortas says, let’s find a new choke point like outside the door to the room where Cadric found them. The party agrees.

The party heads north directly toward the cavern with the pool. They travel at a normal pace watching carefully for danger.

At an intersection Ryn examines a dead end and determines it to be a place the dwarves had begun to tunnel centuries ago, but never finished. Cadric hears the squishy sounds of another ochre jelly. Emboldened by his recent encounter where all he had to do was touch one and died he moves cautiously toward the sound. Praxx sends Jerry to patrol around the party. The owl flies a circuit down a side passage and back around where Cadric waits. The owl discovers a bugbear waiting in ambush just feet from Cadric’s position.

Praxx alerts the party, casts Expeditious Retreat, advances on the bugbear, casts Frostbite, and then fades back. He hits causing the bugbear to have disadvantage on the next attack. Cadric and Vane also use the attack and fade strategy with produce flame and bow respectively, both missing. Elisabeth, Ryn, and Bortas maintain their position on their intended route and protect their now rear flank.

Knowing it’s outnumbered the bugbear flees east through the grid of dwarven tunnels. Jerry follows, but keep his distance. Cadric also cautiously follows and is backed up by Vane.

Praxx urges the party to follow suit, but Elisabeth grabs him and carries him back toward Bortas and Ryn’s position. Praxx opts to warg out and collapse into Elisabeth’s arms. Elisabeth tries to manage her crossbow and the senseless and limp gnome. Through Jerry’s eyes Praxx witnesses an ochre jelly drop onto the bugbear from above. The bugbear is dropped prone and howls and agony from the ooze’s acid. Ryn urges Elisabeth to drop the wizard and she does. Praxx drops to the ground and Elisabeth move up to Cadric and Vane’s position. She witnesses the bugbear flee into a room, closing the door to prevent the ooze from following. The ochre jelly is unhindered and squeezes effortlessly under the door. The bugbear howls in panic.

After some discussion the party decides it’s best to continue on their original course and let the ochre jelly have its meal. They journey to the room with the dark pool. A mysterious dark and still pool fills most of the room. What lies in its depths? Steps lead up and out to the east. Jerry indicates, the bugbears went that way. A sluggish stream flows out to the north. Ceiling is two to three feet above the waterline.

Bortas and Elisabeth get eyes on the door to the bugbear room. Cadric turns into a giant toad and explores the depths. The pool is 20 feet deep at its deepest. Also in the pool is the remains of a long dead wizard. Giant-Toad-Cadric brings the rag-clad skeleton up to the surface in his mouth. A ritual spell from Praxx identifies the skeleton’s magic wand as a Wand of Magic Missiles, which Cadric gleefully claims. Also present are two platinum rings on the wizard’s bony fingers.

45. Lots of Crits and Not in a Good Way

September 10, 2023
28 Ches

In the cavern with the mysterious dark pool, the party prepares to face the unknown challenges that lie ahead. Praxx completes the identification of Cadric’s new Wand of Magic Missiles, providing a potent magical asset for the upcoming encounters. Bortas and Elisabeth stand guard at the exit, poised to explore the passage leading up and toward the bugbear’s room that Spider-Cadric had scouted earlier. The dark pool slowly drains northeast through a small tunnel, creating an ominous backdrop to their next moves.

As the party readies themselves, Bortas watches the north for any signs of movement. Praxx, utilizing mold earth near the door to the bugbear room, as others expend oil in preparation for potential adversaries within. Ryn, using mage hand, opens the bugbear room. Inside Elisabeth discovers a book about a hero. The last chapter is torn out. Praxx efficiently dismantles the barricade in their path.

The party’s focus shifts as Vane hears a zombie on the other side of the bugbear door, and Cadric expresses concern about the water tunnel. Bortas detects the presence of a seemingly stealthy bugbear, and Cadric’s keen senses pick up on the subtle sound of a giant spider.

With caution, the party advances. Praxx employs an illusion of a male Elisabeth to draw potential foes out, while Bortas casts light on the ceiling, revealing a waterfall that he believes is connected to the water tunnel. The party gathers at a tee intersection, and Elisabeth spots a bugbear, prompting the initiation of combat.

Cadric, wild-shaped, reveals everyone’s presence, eventually delivering a critical blow to the bugbear. Praxx successfully wields Ice Knife as Elisabeth and Bortas dive into the fray, but the cost is high—both Bortas and Elisabeth fall, Bortas succumbing to a bugbear’s attack and Elisabeth to a doppelganger’s slam attack disguised as a “drow.”

As the conflict unfolds, Vane faces a critical decision—shoot at more bugbears or attempt to heal his fallen companions.

46. Turning the Tide Against Bugbears and Doppelganger

September 17, 2023
28 Ches

Both Bortas and Elisabeth have fallen! Surrounding them are three bugbears and a doppleganger disguised as a Drow. Wolf-Cadric holds the only ground between them and the rest of the companions. Behind the companions, an unexplored, dark, cobweb-dressed passageway.

Praxx, assessing the dire situation, takes swift action. Utilizing Misty Step, he repositions himself strategically. Consuming a Potion of Healing, he fortifies himself before withdrawing, narrowly avoiding an opportunity attack from the bugbears. Seizing the moment, Praxx casts Hold Person, freezing one of the bugbears in place.

Vane and Ryn, maintaining their distance, unleash a barrage of arrows, with Ryn employing sneak attack for added impact. Vane, wielding dual swords, advances and skillfully dispatches the doppelganger.

The bugbear, undeterred, moves closer to Cadric, who stands guard over Elisabeth. Bortas, showing resilience, uses a healing spell to revive Elisabeth. The bugbear, under relentless assault, attempts to retreat down a crevasse, only to be met with Vane’s deadly accuracy from above. Seizing the opportunity, Bortas throws the held bugbear into its companion, creating chaos.

Elisabeth, back in action, inflicts a flurry of damage on a bugbear. The party, having weathered the storm, decides to take a short rest in the bugbear barracks. Among their findings, they discover a neck purse with a medallion bearing Drow names.

Moving past the waterfall the party moves west down a passageway draped in cob webs. They party senses they are being observed. Determined, they investigate, discovering a locked door on the right. Moving past it they enter a large pillared room, a large statue of a dwarf god seated at against the north wall. In the room is a fresh campsite, but no one is home….

47. Battle with the Spider

September 24, 2023
28 Ches

The companions edge closer to a large room. Elisabeth’s lantern casts long shadows behind cracked pillars supporting the 20-foot high ceiling. Dead ahead a campsite is centered around a cold fire pit. All is quiet. Further back and to the right, large green eyes stare back at the party….

The group collectively decides to move forward, with Cadric using Druidcraft to illuminate the campfire, revealing the room’s features. In an unexpected turn, Cadric bumps into an invisible Nezznar, who, in his attempt to retaliate, fumbles badly, setting the stage for a sudden battle.

Vane rushes in, attacking Nezznar in a flurry of blows. A surprise bugbear emerges from behind a statue, catching Vane off guard. Giant spiders reveal themselves on the ceiling. One cuts off the party’s exit, and slings a web at Bortas and Praxx outside the room.

Ryn, initially eyeing the statue’s emeralds, shifts her attention to a sneaking bugbear, opting to reposition near Cadric instead. A spider drops down on her position, initiating a skirmish. Nezznar, utilizing his Spider Staff, casts Web, ensnaring Cadric, Vane, and Ryn.

Praxx, adopting a cautious strategy, employs Expeditious Retreat, popping in and out of battle to sling spells from a safe distance. The bugbear pursuing Ryn changes tac and instead targets Elisabeth. Elisabeth charges a spider attacking Ryn with her Charge feat, while another spider moves in on her. Cadric, avoiding the web, deals massive damage to Nezznar, dispelling the web in the process.

The battle intensifies as Vane and the bugbear engage in combat, Ryn maneuvers strategically, and spiders continue to attack. A green spider downs Vane with a poison bite and moves toward Cadric. Meanwhile, Praxx scores hits with Fire Bolt, and Bortas, attempting a decisive swing, misses a spider.

Cadric, with determination, grabs the spider wand, holding all three magic items at once. Inflicting wounds on the bugbear, he attempts to save Vane. Elisabeth and her echo duel with the bugbear, Ryn defeats a spider, and Bortas delivers a headbutt to another.

In a critical moment, Cadric faces off against a restrained spider, slinging a web at him. Despite the restraint, he inflicts wounds on the spider, turning the tide of the ongoing battle.

48. Spider Defeated

October 1, 2023
28 Ches

Up against the back wall, near the dais of Dumathoin’s statue, Cadric has just been restrained by a giant spider’s web, but has fended the monster off with his necrotic touch. A pillar separates the spider and the limp form of Vane. Draped in the spider’s webbing, the spider’s venom induces an unpleasant sleep for the elf ranger. In the center of the room Bortas races in to assist Elisabeth who battles with a bugbear and another giant spider. Further behind Bortas in the safety of the hallway Praxx watches the battle from afar. His intelligent mind weighs how to use his dwindling magic. From behind a central pillar Ryn hides and watches the scene. She waits for the opportune time to strike.

Despite that build up, the party quickly finish the remaining spiders and bugbear.

With the battle concluded, Ryn returns her gaze to the statue and its shining emerald eyes. Everyone else thinks plucking the gemstones is a bad idea, so Ryn restrains her urges.

Bortas investigates the work table where Cadric bumped into the invisible wizard, presumably Nezznar the Black Spider. The table is strewn with notes and maps showing the wizard’s efforts at exploring the mine so far. A black leather sack of treasure is amid the papers. The sack of coins: 190 electrum, 130 gold, 15 platinum, nine small gemstones, and ale mug dwarven-made of hammered electrum.

While rummaging through those affects, Bortas hears the wizard moaning on the floor. They now have a prisoner. Searching the wizard reveals a much needed potion of healing. In addition, the drow carries an iron key with a head shaped like an anvil.

Needing rest, the party casts Alarm in front of the locked door they passed earlier down the east passage. Two giant spiders are stacked against the double doors on the south wall.

Cadric keeps the camp fire in the center of the room going with Druidcraft and Praxx identifies Nezznar’s staff as a Spider Staff which he keeps.

After the long rest, the first order of business is the locked door. Bortas opens it with Nezznar’s key. Dusty draperies adorn this room. A cold brazier is present. Behind a bed a badly disheveled dwarf bound by spider webs lies unconscious on the floor. Bortas identifies him as his cousin Nundro.

49. Nezznar Goes Directly To Jail

October 8, 2023
29 Ches

The HOPS take Nezznar back to Phandalin. Bortas gives his cousin a spear and Nundro prods him all the way back to Phandalin. Eventually Nezznar gives into hunger and exhaustion and collapses. Elisabeth force feeds him some rations and Vane splashes some water in his face. Praxx uses his floating disk spell to transport him. This makes the journey last longer than expected as Praxx has to spend 11 minutes each hour to recast the spell. Because of all of this they arrive in Phandalin after dark.

No matter, they find everyone at the Stonehill Inn. The crowd is excited to see the HOPS have returned. Gundren eagerly asks about his brothers. Ryn imparts the good and bad news the best she can. Sildar emerges from upstairs and is eager to hear of their adventure. Nundro reunites with Gundren. Sildar takes Nezznar to his jail cell.

Ryn, Vane, and eventually Bortas seal the deal with Gundren. They will secure the dungeon for 50 gp so mining can begin again. The HOPS also get 7% of profits.

At the town master’s hall, Sildar locks up Nezznar. Cadric notices Glasstaff is still there, but the goblins who they had previously captured are gone. Sildar explains, another adventuring party came through and agreed to escort the goblins to Cragmaw Castle to treat with the rest of the tribe. The thought is now that the Cragmaw tribe has been decimated by the HOPS, the goblins can be convinced to stop raiding the Triboar Trail.

Sildar doesn’t believe the goblins are trustworthy, but he hopes this will buy time for Phandalin to establish its own militia to patrol the roads and to deal with the orcs at Wyvern Tor who have also been menacing trade and travelers on the roads.

The next day at the Phandalin Miner’s Exchange, Ryn is unwilling to snatch an unattended set of Jeweler’s Tool off the countertop and instead convinces Vane to ask Halia Thornton to let him “practice” assessing the value of their treasure. This allows Vane to assure the group they are getting a fair price for their nine gem stones (which are oddly all black and blue in color and yield 90 gp total) and the dwarven ale mug made of hammered electrum (100 gp).

Halia is interested in learning about Wave Echo Cave and the Nezznar. She wonders if business will start to really take off if there is a magical mine in operation soon.

Halia is also very interested in the drow medallion Ryn swiped from the dead doppelganger. After some interaction Vane and Ryn deduce that Halia is not interested in the piece for its monetary value. It has some other value to her and she is willing to buy it for 100 gp. Ryn politely declines and keeps the item as a memento. Halia politely lets it go, but is clearly disappointed.

With their take from Halia, the party heads off to resupply themselves and get additional equipment. Ryn exchanges her shortbow for a light crossbow. Cadric trades up to hide armor and a wooden shield.

50. Big Brain Gobos

October 15, 2023
1 Tarsakh

With the Black Spider, the Redbrands, and the Cragmaw goblins all neutralized, the HOPS decide to take up Harbin Wester’s request and deal with orc bandits operating out of Wyvern Tor.

While resupplying for the nearly 70-mile journey into the Sword Mountains, the party has another dubious encounter with Halia Thornton. The miner’s guild master is coy about where the Phandalin Miner’s Exchange is getting its platinum coin. The high denomination currency seems out of place in a backwater like Phandalin. While changing her money Ryn once again rebuffs Halia’s efforts to buy her Drow medallion.

As the companions are set to leave Phandalin, Elisabeth receives news about Thundertree and stays behind to investigate. Qelline Alderleaf presents Ryn with a spell component pouch and tells her how proud she is that her life seems to be taking a turn for the better.

On the road the party is met with gray skies and the occasional mist of rain. They camp the first night off the Triboar Trail near Zarabeth’s families ruined homestead. The next morning they are happy with their purchase of tents for the ground is damp and would have not leant itself to good sleep. The second day of travel brings them off road and into the lip of the rocky valley within the boundaries of the Sword Mountains. A steady rain pitter patters off their tent canopies as they sleep.

Day three brings them deeper into the rocky vale and Jerry, Praxx’s owl familiar, spots a pair of goblins traveling with an orc up ahead. The party moves into investigate. Ryn and Praxx take separate high ground paths while Cadric leads Vane and Bortas forward to treat with the goblins and their orc.

The orc can be heard grunting in agreement, but no goblin voice is ever heard. If it were not for the goblins standing nearby, one would think the orc was grunting to themself. As Cadric approaches he is stopped by the appearance of the goblins. These goblins look like goblins except for the shape of their oblong heads.

The orc turns to face the approaching trio and cautiously brings out its battleaxe. Wanting to be sure this orc belongs to the same band as the raiding orcs, Cadric tries persuasion, but his attempt fails as the goblins clearly have spotted Ryn and Praxx hiding above. The orc cries foul.

Combat ensues.

Vane moves in front of Cadric and greets the orc with a true shot from his bow. A seemingly weaponless goblin emerges and pushes the air between them and Vane. Vane feels a force push against him. His boots scrape against the rocky ground as he is pushed back slightly, but he keeps his footing. Assuming Vane is off balance the orc attacks with its axe, but fails to connect. The goblin scrambles up an embankment towards Ryn and finds a hiding place while the second goblin emerges and tries the same trick. Vane has no trouble keeping his footing once again. That goblin scrambles the opposite way than his kin and finds himself faced off with Praxx.

Ryn fails to find the goblin hiding near her and moves to find a better hiding spot herself. The goblin emerges, and with its bare fists gives Ryn a wallop. She takes the expected physical damage, but her mind is also assaulted with a psychic attack. She disengages from goblin and considers her options.

Praxx unleashes Scorching Rays at his goblin and wounds it badly, but he is astonished that the thing is not dead. The strange goblin smiles wickedly and prepares to attack. Praxx bravely runs away as Cadric finishes the creature off with Inflict Wounds, but is surprised as a wave of mental energy crashes into him as the goblin dies.

Vane and Bortas make short work of the orc, who does not seem to have any special mind powers at all. The orc tries to retreat, but is cut down by Vane’s shortsword. Bortas turns to pursue the goblin who harassed Ryn. He deals some damage with his warhammer, but the goblin remains standing with lots of fight left in it.

51. Wyvern Tor

October 29, 2023
3 Tarsakh

The strange goblin bares his teeth and strikes a fighting pose. The creature remains engaged with Bortas and appears not to be intimidated by the dwarf’s armor and warhammer. As swift as the wind, Vane darts up the embankment and brings an end to the goblin’s bluster with two swift strokes of his blades. The goblin’s death throes bring forth psychic energy that assaults Vane’s mind, but quickly subside as the creature collapses to the ground and lies still.

The companions survey the scene. The expected orc lies dead and is flanked by the two unexpected dead goblins with the oblong heads. Telekinesis is new for a goblin as is their implied telepathy. The goblins also lack the craggy teeth that earlier goblins have had. These are not Cragmaw goblins.

As the sun sets, Praxx wisely suggests the moving the party off the beaten path before finding a safe place to camp. Before night falls and with time to pitch their tents, they find a pocket of flat ground sheltered on three sides by the hills. A nearby empty, shallow cave stands to serve as a weather bunker if needed.

Night passes without incident and the HOPS continue east toward Wyvern Tor and the rumored orc bandit camp. The day passes under the spring sun and as there are breaks in the terrain, the distinctive silhouette of Wyvern Tor is revealed. As the party grows closer the crag becomes ever prominent on the horizon. By late afternoon they approach the hill proper and find a network of narrow, rocky troughs and ditches separated by banks of dry grass and short bushes and wild hedges. There is no shade here. Burrows dot the hillside at varying elevations. Most are small, but some are easily large enough for a bear to pass through.

As initial searching reveals nothing and as the night closes in, the party opts to continue the search the next day. The night is mostly uneventful. Cadric and Praxx report the howl of a hungry giant heard once during the night. Despite that the party is rested and ready for to continue their search.

The next morning the party detects the faint smell of smoke hanging in the air as they ascend a rugged ridge on the lower slopes of the tor. Fifty yards away, a cave moth open at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, evidently keeping watch is a single bugbear leaning on a spear. The party takes cover behind some shrubberies on the other side of the ravine opposite the cave mouth.

Cadric emerges and gets the bugbear’s attention. The large goblinoid brandishes his spear as Cadric approaches. A successful Charm Person spell befriends the creature. Cadric and his new, albeit temporary, friend, Chruvonk strike up a conversation. Cadric convinces the creature that he is seeking the bandits rumored to be based here at Wyvern Tor. He wishes to hire the mercenaries for some nefarious scheme. Chruvonk happily takes Cadric up to the cave mouth where he is greeted by several other bugbears and an ogre even. Their leader is Brughor Axe-Biter, an orc.

Brughor is not easily convinced by Cadric’s story (being that he is not under Cadric’s charm spell). The gang slowly encircles the elf druid and the jig is up when Bortas approaches outside. Cadric immediately wild shapes into a dire wolf, but is quickly beaten back into his natural form by the onslaught.

52. Wyvern Tor Continued

December 10, 2023
3 Tarsakh

Using his elven nimbleness, Cadric weaves away from the attacking band led by Brughor. The orc’s axe harasses the hated elf. The bugbear and ogre goons eye the interloping dwarf. With one bugbear still temporarily prone at the exit, Bortas keeps the escape route clear and begins to fall back.

Outside the cave Vane engages Chruvonk. His twin swords dance with the bugbear’s javelin as Ryn finds a roost for her steady aim, covering both the cave mouth and Vane’s duel. Also near the sheltering hedges Praxx sends Jerry in to distract enemies and magical attacks across the ravine and into the cave as Bortas emerges with Cadric close behind.

Bortas is out, but the ogre, intent on having dwarf for dinner, bounds after him. The giant blocks Cadric from cave exit as enemy’s threaten to surround the elf once again.

53. Wyvern Tor Still (with a Flashback)

December 17, 2023
3 Tarsakh

Flash back two days to Elisabeth watching her friends leave for Wyvern Tor. Her thoughts turn to Qelline Alderleaf who approached her earlier with news of Thundertree, her ancestral home. The farmer had told her to wait at the Stonehill Inn for Leosin Erlanthar. As promised the Harper agent arrives and confirms the rumors of a green dragon named Venomfang who is lairing in the ruins of the village. Leosin has been researching the activities of the Cult of the Dragon, a band of humanoids who revere dragons and in the recent past have created “dracoliches” from the remains of dead dragons. Leosin traced the Cult to Thundertree, learned of Venomfang, and then was drawn to Phandalin by the reputation of our heroes. Qelline knowing of Elisabeth’s connection to Thundertree pointed the Harper agent to her.

Back to the present, the battle continues at Wyvern Tor. Vane takes a brutal stab from Chruvonk’s javelin, but responds in kind finishing the bugbear with his spinning blades. He limps back to the hedge and takes cover under Ryn’s protection. Ryn continues striking true with her bow against the ogre.

Realizing Cadric has been cut off, Bortas dives back into the cave through a narrow opening. He takes a punishing strike from the ogre’s greatclub, but is able to lay healing hands on Cadric, bringing him back from the brink.

Praxx is surprised by the sudden appearance of Elisabeth at his side. With a startled scream he trips and slides down into the ravine. Elisabeth deploys her echo and with her added muscle and teamwork, the HOPS win the day. All of the bandits are killed, save one.

In the aftermath of the battle, Vane restrains the survivor and the companions find a stash of treasure in the back of the cave. Mainly coins and artwork are found, but a secret compartment behind a freshly painted mural of a psionic goblin yields a cache of magic items.

Coins

Art Objects

Magic Items

54. Armageddon!

January 7, 2024
6 Tarsakh

The Heroes of Phandalin spend their day at Wyvern Tor weighing their options regarding Gammk, their bandit prisoner, how best to travel back to Phandalin, and how best to prove to the cowardly townmaster, Harbin Wester, that the bandits have been neutralized so they can collect their reward. Ultimately Bortas’ suggestion of bringing the prisoner back to Phandalin to face justice is the winning argument. Ryn, however, is skeptical of how fair of a trial the bugbear will get in the frontier town.

Assuming more bandits will return, Praxx places silent alarms outside the cave mouth. Evening comes and the companions settle in the Wyvern Tor cave. The first watch passes without incident, but in the pre-dawn hours, Vane spots the flicker of torches on the horizon. Some times disappearing behind a crag, the light steadily draws nearer to the cave. Vane quickly awakens his companions as they prepare for battle.

As the returning bandit patrol approaches the cave mouth they begin to suspect something is amiss, but before they can even begin to investigate, Cadric and Praxx show off their newly acquired powers and unleash a synchronized attack. Cadric manifests a thunder cloud above the unsuspecting bandits and as lightning strikes the ground in and around the bandits, a fireball from Praxx explodes! Four of the five bandits are killed instantly while one, engulfed in flames, hopelessly tries to flee. A quick fire bolt from Ryn ends the retreat. Bortas and Elisabeth shrug as they relax and lower their weapons. Vane likewise saves an arrow for another day.

Cadric and Praxx celebrate and decide upon a codeword they can yell out to unleash such destruction in the future.

The next day the party heads back toward Phandalin with their prisoner in tow. Vane has him secured with rope and the party drags him along. On the second day of travel Vane notices a horse in the distance running erratically from one side of the trail to the next, disappearing into a copse of trees.

That night as the party makes camp, Bortas hears something in the nearby trees. It sounds like a horse scraping its hooves on the underbrush. Investigating he is surprised to find not horses, but three centaurs. The centaurs take notice of Bortas and cautiously regard him. Bortas cannot understand the centaur language and calls upon Vane for help. Vane is able to establish a dialogue in Elvish with the centaur’s leader, Miline, and learns they are looking for their young who have wandered off. The centaurs ask the party for their help.

As the party decides what to do next, Elisabeth notices a small totem hanging from Miline’s side. It is a wood carving depicting a domesticated rodent with small horns. Miline tells Elisabeth the creature is known as a dushan and is rare sight in the centaurs’ home forest.

55. High On Fey Water

January 14, 2024
8 Tarsakh

Vane confirms to the centaurs that the HOPS are willing to help them, but there is limited time they can spend. The centaurs are grateful and join with the party to search for their lost young. Praxx stays behind in the Tiny Hut and guards Gammk.

Starting with the earlier sighting of the “horse” running erratically across the party’s path, the group investigate that area for signs of the young centaurs. A group effort yields fantastic results and one centaur, Nolzrim, is even able to identify definitively the three individual centaur footprints. The combined party follows the tracks across the Triboar Trail to a dense wooded area.

As they approach the young centaurs bolt away with unusual speed. The party is able to continue to track them, but are perplexed that the young can outrun their parents. With this the party reconsiders how best to capture the rogue foals.

Ultimately Vane hatches a plan where he and Cadric separate from the rest of the party and then strike out in a flanking maneuver. The tactic is to approach from separate directions by stealth and then use rope to lasso each foal. The others hang back to divert the foals attention with their loud discussion. Cadric casts Invisibility on himself for added stealth.

It takes three attempts to capture all three foals in a hunt that spans multiple planes of existence ….

In the first attempt Vane is able to lasso one of the young centaurs, but the others escape back past the rest of the party, across the Triboar Trail near a small group of apple trees. The captured centaur ultimately does not resist the noose around its humanoid torso, but is clearly unsettled. Its eyes show a wildness that reminds Vane of a rabid animal. Cadric examines the centaur more closely and determines the “sickness” is magical.

The second attempt goes down much like the first. Vane easily captures one foal, which shows the same signs of magical influence. The remaining foal flees into the small cluster of apple trees.

Ryn is startled as she watches the fleeing foal run directly toward a tree and vanish before her eyes. It takes her a moment to be sure as her observation is made at a distance, and the fading light of sunset could have been playing tricks on her. The disappearance of the foal is confirmed when the party arrives at the apple tree and finds the foal’s trail of footprints ending abruptly right at the base of the tree.

Still invisible and very curious about this tree, Cadric touches it. To Elisabeth it becomes apparent after a few moments that Cadric is no longer present. She touches the tree as well and Bortas, Ryn, and Vane are astonished when she simply blinks out of existence.

Before they can consider what has happened, the three centaurs lead their captured young past and nonchalantly all vanish by touching the tree. The three remaining HOPS shrug and all touch the tree and find themselves reunited with those who have vanished.

The centaurs and the HOPS (sans Praxx) find themselves all standing next to the same group of apple trees. Strangely though the trees seem to move despite there being no wind. One even appears to tap Elisabeth on her shoulder with an apple dangling from a subtly animated branch.

Looking back toward the Tiny Hut, the party is surprised to see that it is gone and even the Triboar Trail itself is missing! The rest of the landscape is the same however. Oddly the sky is locked in a lavender haze of sunset. Or is it sunrise? The party cannot tell because the sun appears to be simultaneously setting in the west and rising in the east.

The centaurs do not seem concerned about the change of locale, but they are worried about their sick young and the foal that is still missing. The grass and flowers at their feet seem to respond to their emotion and bend away from them as they move.

With these observations and drawing on their knowledge of nature and primal magic Cadric and Vane deduce they are no longer in the Material Plane and have crossed over into the Plane of Faerie (also known as the Feywild).

After a brief adjustment to their new surroundings the party once again picks up the trail of the last missing centaur. The foal seems to have headed due west. After a few minutes they find the rogue creature sitting on the ground with its four horse legs tucked under its horse body as its elven torso drinks from a stale pond surrounded by sickly birch-like trees. The foal is so distracted by its drinking that Vane easily approaches and slips the last noose around its torso.

At this the adult centaurs are overcome with joy and relief. The ground around them becomes normal; the grass and flowers no longer bend away from them.

Cadric, still invisible, turns his attention to the pale trees. Unbeknownst to the others, Cadric does not see sickly birch trees, but instead see stark white trees that appear to have sinister faces. To him there is no color in the trees. It’s as if all the warmth in them has been drained away leaving bleak cold colors behind.

He touches one and feels the gaze of the tree on him. Strangely though the tree does not move, but he knows it is watching him. A painful cold bites at his hand and he quickly withdraws it. Reflecting on this encounter Cadric believes that the trees are from the Plane of Shadow (also known as the Shadowfell)….

Noting Cadric and the rest of the party’s interest in the strange pond and its trees, the centaurs assure the HOPS that they can handle this issue and are extremely grateful with the party’s help recapturing their young. They seem to understand the phenomena and it is not of great concern to them.

Miline, the centaur leader, recalls Elisabeth’s early interest in the dushan totem. She offers the item as a gift of gratitude. Miline explains the item has magic which will help them find a dushan, which is a rare creature found in fey forests.

The centaur seems saddened to part with the dushan totem, and the party is confused at first by her sacrifice. Later the party reflects on this and recalls the importance of hospitality, reciprocity, and gift giving to faerie creatures. They conclude Miline was obligated by the ways of the Feywild to gift something meaningful.

Much time has passed it seems, but the sky has remained locked in its perpetual twilight. The party remembers Praxx alone in the Tiny Hut and decides it is time to go. Miline offers that there is a nearby settlement, a safe haven of sorts, just over the next hill to the west, but the party politely declines and heads back east.

The party is relieved the fey crossing remains active. Each of them touch the apple tree and find themselves back in the Material Plane near the Triboar Trail and Praxx’s Tiny Hut. It is no longer dusk, but the dead of night. Selûne, the jeweled moon in its last quarter, brings some brightness to dark and cloudy sky.

A rumbling sound comes from inside the hut, but they are relieved to find it is just Praxx and Gammk both asleep and taking turns snoring.

Praxx’s Perspective

While minding his Tiny Hut and keeping a watchful eye on Gammk, the now snoring prisoner, Praxx listens to the “centaur hunt” going on outside. There’s some shuffling around across the trail near those apple trees.

His eyes widen as he remembers noticing signs of a Fey crossing there. He is a Fey Touched forest gnome after all. He will tell his companions that when they come to check on him he thinks.

The shuffling stops and turns into not-so-quiet jogging and trotting back across to his side of the trail. He pauses to listen. In between Gammk’s snores he hears some shooshing, the occasional snap of a twig being stepped on, then suddenly a combination of horse neighing (probably the centaurs), and maybe even someone yelling “yee haw!”

He is perplexed by this. Well he can’t leave the Tiny Hut or it will disappear, he thinks. There is some more hooting and hollering outside. Then some more running and galloping now. They’re back on his side of the trail. And then another “yee haw” (whatever that means) rings in Praxx’s ears.

After a few more minutes of noise, it all abruptly stops. There are only cricket noises now. Praxx is apprehensive at first, but then feels quite safe in his Tiny Hut. He is worried about the sudden silence though and hopes no one comes back hurt.

It’s a shame we don’t have any healing potions. It would be a shame to start the day with Bortas already drained of some of his healing magic. The crickets and Gammk’s snoring begin to lull him to sleep. In his dreams he recalls the previous day’s camp. In one scene in his dreamscape, he distinctly sees Cadric examining his Herbalism Kit. Hmmm, Praxx thinks, and then quickly succumbs to the sleep monster.

56. Bortas May Have Been Correct

January 21, 2024
9 Tarsakh

The next morning Praxx the Fey Touched is excited to hear of the adventures in the Feywild. He bolts out of the Tiny Hut—which promptly vanishes as he leaves it—and runs straight for the tree that functions as a gateway to the Feywild. He easily can tell which it is, but does not realize until too late that it is no longer active. He returns to the others with a bloody forehead and a crumpled, pointy hat.

The rest of the return journey is uneventful and the party arrives in Phandalin the next day at high sun. Arriving they find a much busier village than they had left. The town bustles with new arrivals of people hailing from a diverse set of backgrounds beyond the usual human, dwarf, elf, and halfling population.

Also there now appear to be proper mounts; draft and riding horses are available in addition to the oxen and other beasts of burden. After there nearly 140-mile roundtrip from Wyvern Tor, the party considers swifter modes of transportation for future journeys.

The HOPS hand over their latest captured outlaw to Sildar. Gammk serves as proof for collecting the 100 gold piece reward from Harbin Wester for dealing with the bandits. Praxx still disgusted with townmaster’s earlier cowardice when dealing with the Redbrands, treats him to another pant soiling via Prestidigitation. Praxx avoids being caught in the act, but Harbin Wester is on to the mischievous wizard.

After the business at the townmaster’s hall, the party sells off art objects recovered from the bandits for 125 gold and resupplies themselves. In addition to restocking ammunition and sundries, the party also purchases more healing potions at Umbrage Hill from Adabra Gwynn. She has brewed a supply of six, so everyone gets one, except Cadric who cedes his extra to Elisabeth.

One last minor observation during the shopping errands is, the strange abundance of platinum coin has ended and the Phandalin Miner’s Exchange now deals in the more common gold and silver trade bars. Most are stamped with Neverwinter’s emblem.

Later, as the sun hangs low in the west, Praxx encounters Carp Alderleaf in town. The farmer’s son—the one Praxx tried to charm with magic—blazes by him with unusual speed. Praxx coughs and sputters in the kicked up dust. When it clears, Praxx notices the young halfling working the winch at a nearby well. His back is turned to Praxx ... ... on his feet are a pair of gleaming, and clearly magical, boots.

Praxx approaches Carp to inquire. It turns out the boy fancies himself an aspiring adventurer. He has been exploring the now empty Redbrand hideout under the old manor and apparently has found some overlooked loot.

Now Carp takes a turn to inquire about Praxx’s adventuring gear. He notices he has a two staves, the glass staff and the spider staff. He wonders if Praxx needs both of them.

The two strike a deal and Praxx exchanges a Spider Staff for Carp’s Boots of Speed at Carp’s “base” inside the secret tunnel leading to the Redbrand’s old hideout. They spend the early evening helping each other attune to their new toys. Eventually Carp needs to go home. It is late and he is just a young boy after all. Praxx asks the boy to put a good word in for me with his mother …, but don’t mention the staff.

The party sets out the next day for Wave Echo Cave. Hopes are high that the ancient mine will be cleared of monsters and Gundren Rockseeker’s people can begin operations again and perhaps even reignite the mysterious Forge of Spells. They arrive as night falls and decide to enter the cave and rest later.

The place reeks of death and decay. It has been more than a tenday since the adventurers had last been in the mine. The old campsite inside the entrance has been picked clean by scavengers. Many acid burns are apparent on the remaining materials and the missing remains of fallen adversaries point to the work of ochre jellies and other carrion eaters.

Nundro and Tharden Rockseeker’s rope still remains attached to a stalagmite providing a safe descent to the cavern floor. Vane deploys his extra rope as well in case the party needs to quickly climb back up the escarpment and out of danger. Two ropes are better than one.

Praxx sends Jerry out scouting the caverns ahead of the party. All is clear. The owl familiar even discovers an empty storeroom in the center of the complex. Easily defended it is a perfect place for a weary party to rest as needed. The group continues following the owl’s flight, while the familiar continues to relay information to his master telepathically.

Although an ochre jelly was encountered before in the old dwarven mining tunnels, those also are clear. Jerry does relay a feeling of anxiety however as he flies near the western edge of the tunnels. At two dead ends—places where the dwarves never finished tunneling—the party investigates and finds nothing out of the ordinary. They do suspect there might be a porousness to the rubble that could let very tiny creatures or amorphous oozes into the tunnels. As a precaution Praxx takes the time to alarm the dead ends.

The reconnoiter of the old mine resumes and the party nearly covers all of their previous tracks. Nezznar’s dead goons and giant spider husks are missing, presumably their remains devoured by the same kinds of scavengers inferred earlier.

The giant statue of Dumathoin still sits on his throne surveying the now empty temple. Its gleaming green gemstone eyes beckon to Ryn. Praxx urges her to pluck the gems from the statue, but Bortas reminds everyone it’s not a good idea to steal from the statue of a god—especially in its own temple.

He is proven correct when Ryn’s mage hand plucks a gemstone from the statue’s face. A trap is sprung and the pillars supporting the chamber’s roof collapse. With Cadric and Vane safely outside the room, the ceiling crashes down on Bortas, Elisabeth, Praxx, and Ryn. Fortunately they are not seriously injured. Despite all the calamity Praxx urges Ryn to grab the other stone….

57. The Mystery of the Booming Waves

February 18, 2024
11 Tarsakh

The dust settles in the Temple of Dumathoin, and Ryn is not eager to try for the second gemstone eye. Praxx suggests that Jerry could try to pluck the stone from the statue. The owl flutters toward the statue of the dwarven god as the others take cover in case more ceiling decides to fall. Jerry bites down around the gemstone and starts to pull away. His wings flap furiously as he strains to capture his prize. There is a low rumbling and some dust falls from above. Jerry continues his try despite the apparent danger. Ultimately the owl fails and flies back to Praxx for a much needed rest on the wizard’s shoulder.

The persistent cold and damp breeze of Wave Echo Cave draws the companions’ attention to the sound of the booming waves. Those unmistakable sounds of a pounding surf are much louder and nearer. The group follows the sound and find themselves in the collapsed cavern where they fought Nezznar’s doppelganger and his goons.

A stream flows into the cavern in the direction of the booming waves, spills down into a rift in the cavern floor and then bends out of view into a small opening in the wall. Had the rift not been there the water flow would have continued straight into a low tunnel across the way.

In front of this tunnel, the broken earth and stone seems to move and the party catches a glimpse of something shiny just beneath the surface. Between the party and the mysterious movement, the 20-foot deep rift provides a wide defensive gap. Jerry lies across the expanse and flutters back to Praxx. The familiar communicates telepathically to his wizard that there is definitely a large creature burrowing under the ground.

After some discussion about how best to uncover the burrowing creature, Praxx uses his magic to disturb the earth around it. A massive insect erupts from the ground affected by the spell. Elisabeth quickly puts a crossbow bolt through the monster’s eye and then sends her javelin into its serpentine body. The creature shrieks in agony and its many feet writher in pain from Elisabeth’s attack. The rest of the party joins in on the onslaught and quickly kills the creature.

Bortas and Elisabeth climb down the still-hanging ropes provided by Nezznar’s gang and scramble over and up to the other side of the rift near the body of the monster. Bortas inspects the ground for the shiny thing spotted earlier. Elisabeth recovers her javelin and prods the creature with it. The javelin discovers something solid in the creature’s gullet, and Elisabeth extracts the shiny item along with some giant insect ichor. The whole retrieval is quite messy, but appears to be worth the now recovered, gleaming gauntlets.

The party decides it best to move out of the collapsed cavern and examine the gauntlets in safer environs. They are drawn through the low tunnel toward the sound of the booming waves. Jerry scouts ahead as the party follows. Nearly everyone must duck through the low and narrow passage. Bortas discerns from the rounded stones and scattered pebbles that the tunnel was indeed a water channel at one time. Perhaps an earthquake collapsed the cavern behind them and diverted the course of the underground stream. The cramped tunnel proves to be a short one and the group finds themselves on a ledge overlooking a vast underground lake. Waves crash into the ledge below the group and every two minutes, when the sounds are loudest, the tide is highest. Water rises up the ledge, but does not quite reach the top.

The party takes in the scene and contemplates whether the lake is worth exploration. The discussion is interrupted by a slimy, dark tentacle wrapping itself around Praxx’s leg and pulling him back toward the water. The gnome is quick to misty step away before being fully grappled.

Vane unleashes a pair of arrows. The first pins the tentacle to the ground and a gurgling shriek is heard as a giant octopus begins to emerge below the surf. It pulls away and tears the end of its pinned tentacle off. Vane, Ryn, Praxx, and Cadric all unleash attacks as the creature sinks back into the water.

Unsure if Cadric’s attack finished it off, Elisabeth deploys her echo into the water, but is unable to find the monster. A rock thrown by Vane plops into the water but no creature emerges.

Uncertain about the fate of the many tentacled giant lurking under the water, the party decides not to explore the water. They work their way around the lake and find a tunnel heading back into the cavern complex. The tunnel seems to be of dwarven construction and a familiar green glow ebbs at its end.

The group suspects the tunnel leads back to the smelter cavern guarded by the floating skull wreathed in green flame. Elisabeth volunteers to scout it out and Cadric aids her with an Invisibility spell.

Invisible, Elisabeth slowly and quietly makes her way toward the green light. As expected she arrives at the cavern with the giant smelter, powered by the huge bellows and its waterwheel. Elisabeth inches forward in the now-dry channel cut for the waterwheel and peers into the room. There she sees the green-flaming skull floating around the room. Its glowing red eyes scan the room for intruders. They pass right over Elisabeth, but the creature does not appear to notice.

Fallen dwarven soldiers from long ago lie about the chamber. Elisabeth notices some of them twitch ever so slightly on the ground. A shiver runs down her spine as she imagines the undead dwarves rising up and encircling her. She cautiously withdraws back to the rest of the group to report.

58. When Conjured Bears Go Home ...

February 25, 2024
11 Tarsakh

The party takes a short rest overlooking the underground lake. While keeping an eye out for the hungry, giant octopus to return, the group plans their attack against the flameskull.

Cadric recalls the type of creature from his arcane training. He recounts to the party that flameskulls are the product of dark spellcasters. They fashion them from the remains of dead wizards. A flameskull itself is vaguely aware of its former life, but despite that retains any powerful magic abilities it once knew. Most importantly a flameskull’s remains must be properly disposed of. Holy water, Dispel Magic, and Remove Curse are all proper ways to ensure the undead creature does not reconstitute itself.

Flameskulls will have a purpose they must fulfill, Cadric further explains. This particular flameskull guarding the smelter cavern also must have been programmed long ago to guard the area. On her earlier scouting mission Elisabeth observed that the flameskull preferred to stay near one particular exit.

Not needing the rest, Cadric decides to scout out a back way to that particular exit.

He sets off further away from the smelter cavern and winds back toward it through another cave opening with ascending stone-carved steps. With his darkvision Cadric finds himself in another large cavern. Interestingly a blasted, free-standing structure awaits him there. The doors to the building are twisted and melted. Cadric notices another green glow from inside the structure. This is a different green light than the flames wreathing the flameskull. He chooses not to investigate and stays focused on finding a flanking approach to the flameskull. He quickly finds it as the green glow of the creature becomes apparent where he expected it to be.

Quietly, Cadric returns and reports to his companions. They finalize their plans and with everyone rested set them into action.

The party splits up. Elisabeth leads Vane and Bortas straight in via the dry channel. Cadric, Praxx, and Ryn eschew the new path blazed by Cadric’s scouting mission and instead back track to the approach from the collapsed cavern, also using the channel, but from the other side of the still waterwheel.

“Halt! Step no further! You are trespassing,” comes an otherworldly voice obviously from the flameskull. Dwarf zombies slowly clamber to their feet and await for instructions. The party responds with action!

Cadric and Praxx unleash their synchronized attack. The druid rushes in and conjures a pair of brown bears. He drops them in the midst of the eight zombies ringing the flameskull. The wizard unleashes a barrage of powerful magic missiles. To his dismay a magical shield prevents them from damaging the flameskull.

The bears begin to work on the zombies who now mostly focus their attention on the summoned beasts. A few zombies closer to the party move to meet Elisabeth charging in. With assisting archery fire from Ryn and Vane, Elisabeth finds she needs to down a zombie twice before it stays down.

The battle comes to a quick end as the flameskull begins a fighting retreat. Bortas steps forth and with a word causes all but one zombie to explode into dust! With no minions left to defend it, the flameskull is quickly overrun by the bears. The trio disappear down the back passage with ferocious growls and the erratic bouncing of the flameskull’s green light casting about chaotic shadows. Very soon the green light fades away.

In the aftermath of the battle the party discusses how best to deal with the flameskull’s remains. Bortas is ready to sprinkle holy water on the dormant skull, but Cadric with clever inspiration decides he can simply dismiss one of the bears with the dark flameskull in tow. The bear clasps the skull in its mouth and both entities fade away.

59. The Wraith

March 3, 2024
11 Tarsakh

Weary from their re-exploration of Wave Echo Cave and the day’s events the party takes a much needed long rest. They set camp in the smelter cavern where the battle with the flameskull took place. Praxx conjures his tiny hut, while the party examines the machinery and equipment left behind in the cavern. The party rests and as usual Cadric and Vane take turns standing watch. Nothing interrupts the rest. Refreshed and rested the party moves into the remaining, unexplored areas of the cavern complex.

The party enters cautiously into the adjoining cavern previously scouted by Cadric. Light from Elisabeth’s driftglobe reveals what appears to be a starry night sky in the chamber, but is actually a visual illusion created by tiny, shiny stones embedded in the walls reflecting light. Praxx scans the area with Detect Magic and learns the reflection is not magical, but natural. The magic detection spell, however, does reveal the entire chamber as being subtly suffused with a conjuration magic. The source of magic is strongest from the free-standing house with the green light flickering through a cracked open door.

As the party considers their next move a noticeable chill descends. There is no breeze, but rather an abrupt sapping of any warmth. A spectral voice is heard from just around the corner of the house. “You have trespassed! Are you here for me and my treasure?”

“No … we’re just looking around,” Ryn responds. The response is apparently not good enough for the owner of the voice as it responds, “your lives are forfeit!”

From high around the corner swoops a barely perceivable apparition. It and its ghastly visage becoming more discernible as it dives aggressively toward the party. Cadric and Ryn both unleash fire and crossbow attacks respectively. They hit the creature, but do little damage. Ryn dives for a hiding spot and the creature zeroes in on Cadric.

The wraith dives down past Bortas and claws a ghostly hand through Cadric. The elf’s skin drains of color, his eyes darken, and he collapses to the ground. Bortas flings holy water at the creature, which proves to be more effective. The creature wails and takes to the ceiling as the rest of the party unleash ranged conventional and magical attacks.

The next few moments are crucial as Cadric lies still on the ground and the party’s attacks prove mostly ineffective against the wraith. Prioritizing, Bortas first lays a healing hand on Cadric. The elf gasps back to life and slowly pulls himself up on his feet as the wraith continues diving attacks on the party. Cadric suggests they fall back to the tunnel where the creature would have to fly low to reach them. Then they would be able to reach it with their melee weapons.

With Cadric alive and breathing, the party makes a fighting withdrawal. Now Bortas can finally turn his attention to the undead monster. A flash of light streaks from Bortas toward the wraith, striking its dead center. The creature howls as the radiant energy pulses through its incorporeal form and ultimately destroys it with a blast. A wave of warmth washes over the party as the wraith dematerializes.

The companions collect themselves after the dangerous, but brief combat, and then resume their exploration. Cautiously Vane and Jerry approach the green light flickering through the slightly open double doors of the free-standing building in the cavern. Peering through the doorway, the elf and the fey familiar spy a large, badly damaged workshop. In the center of the workshop stands a stone pedestal holding a small brazier: the source of the green light. Its flames dance and crackle eerily. The brazier and pedestal are untouched by whatever damaged the room. This must be the Forge of Spells.

Hovering ominously behind the Forge is a spherical feature roughly four feet in diameter. Four eyestalks protrude from its central mass, two on each side. In the center of the body is a large eye.

Luckily the creature does not appear to notice Vane or Jerry. They quietly withdraw to the others and consider next steps. Cadric and Praxx agree the creature is a spectator, a lesser beholder commonly used by wizards as guardians. Bortas suggests that perhaps they can convince the spectator that they are the wizards returned to release it from service….