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
- Silver ewer
- Copper chalice with silver filigree
- Gold locket with a painted portrait inside
- Pair of engraved bone dice
- Cloth-of-gold vestments
Magic Items
- Javelin of Lightning
- Moon Sickle
- Adamantine Chain Mail
- Driftglobe
- Ring of Protection
- Bracers of Archery
- Boots of Elvenkind
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….