Okt 8, 21
Aftermath, Session 24
Summary (info gleaned through the adventure)
- It was Zariel who had pulled the fortress to Avernus
- After an epic battle, the party was able to defeat Tamaris, Baphomet, and the remainder of their forces
- The battle contained Zariel, Granny Nightshade, Peregrin Tuch, Bitter Breath, Tamaris Khan, Baphomet, Pottery Shard, death knights, shadow demons, Smiler the Defiler, abyssal chickens, hellwasps, mages, Magmins, Infernal vehicles, Krull, army veterans, barbarians, pirates, and pirate captains.
- Tamaris died a coward, pleading for his life. He made several failed attempts via telekinesis to turn party members to his cause
- Horc dealt the final blow to Baphomet, Grape Ape dealt the final blow to Tamaris.
- Mordenkainen showed up late in the battle to help provide aerial support, taking out mages who were stationed atop some of the cliffs
- The party collected many spoils from the battlefield, then took a long rest
- Zariel offered her sword to anyone in the party willing to take it
- The session ended with the party preparing to be teleported back to the material plane
XP:
- 2 Veteran hordes (5,000XP)
- 1 Berserker horde (2,250XP)
- 1 Baphomet (half power due to being in Avernus) (25,000 XP)
- 1 Death Knight (9,000 XP)
- 1 Tamaris Khan (7,000 XP)
- 1 Smiler the Defiler (2,900 XP)
- 4 Magmins (400 XP)
- 1 Mage (1,000 XP)
- 1 Hellwasp (1,800 XP)
- Milestone per player: 3,000
- Total per player: 13,870XP
General Treasure:
- 2 unidentified red jewels (found on the body of Baphomet)
- Carpet of Flying
- Bag of Beans
- Holy Avenger
- Armor, +2 chain shirt
- 2000 gp
Aug 22, 21
Aftermath, Session 23
Summary (info gleaned through the adventure)
- You made your way to Candlekeep where you were told that a final attempt was being made to push back the demon horde. If this attempt failed, all would be lost
- You were asked to follow a small elite force and attempt to kill Tamaris and Zapranoth, whose lives were now mortal.
- You were teleported from Candlekeep to a small forest outside Tamaris' castle. You found a secret entrance and began a covert invasion.
- You chased Tamaris through his castle and to the back of his secret underground lair, where he attempted to summon Zapranoth and make his final stand
- Prior to the final showdown, something unexpected happened... the entire castle (along with you and everyone else in it) was pulled down to Avernus. You don't know by who or why.
- Your last memory is of hurtling at great speed to the hellscape of Avernus.
XP:
- 3 gladiators (5400XP)
- 3 berserkers (1350XP)
- 3 mages (3000 XP)
- 2 dire wolves (400 XP)
- 3 imps (600 XP)
- 1 Todos Khan (6000 XP)
- Milestone per player: 1000
- Total per player: 4,350XP
General Treasure:
- Armor, +2 scale mail
- Staff of Striking
- Armor of Invulnerability
- Rod of Lordly Might
- Ring of Spell Turning
- 20 gp
Jul 11, 21
Aftermath, Session 22
Summary (info gleaned through the adventure)
- Oceanus is in trouble (or dead)! Ursos' bird saw him nailed to a tree, the boat in flames in the background! The bird can't be certain of the exact location (or the specifics) but it was in the direction of the island where you last saw Oceanus.
- The group cleared out the warlock's crypt, which had been taken over by a powerful fiend and his followers.. The followers were kidnapping and sacrificing commoners in an attempt to win favor and rewards, but also to strengthen the fiend.
- Before the demon's followers and his crew could tell you their story of compassion and love, the group murdered them. It seemed as though the mage was trying to discover the secrets of the crypt but had only focused on the fungus (he had not yet discovered the other areas)
- After solving puzzles and walking 'the pattern', the group went to the astral plane and confronted the warlock, Vrondis Kimbatuul, who challenged them to a duel of strength, which was won. He rewarded them with a magical deck of cards and a promise that he could help them travel to other planes if they came back.
- Still ailing from the pattern, the group returned and defeated Nalfeshnee, a powerful fiend and servant of Baphomet.
- The adventurers now find themselves at the river's edge, destination...
XP:
- 3 giant sand crayfish (1350XP)
- 3 fire snakes (75XP)
- 1 mage (2300 XP)
- 2 berserker brothers (900 XP)
- 1 gladiator (1800 XP)
- 1 warlock (5,000)
- 1 Nalfeshnee (10,000)
- 1 twig blight (25XP)
- Milestone per player: 5,000
- Total per player: 9,290XP
General Treasure:
- The Wreath of Olive Oil Power - +2 AC when worn, +1 CHA
- Bow of Syd: +2 to hit, roll on madness table with hit
- 20 mushrooms (stats below)
- 1 potion of greater healing
- 1 potion of invulnerability
- 1 secret diary of Gilles
- 5 decks of 4 cards each
- If someone willingly poses in front of the card for 10 seconds, their likeness is imprinted on the card
- Once imprinted, you will be able to communicate with that creature via the card, if they are willing to answer
- If willing, they can pull you into their space. You are able to do the same.
- One time use only. Once imprinted, it cannot be changed.
- If the card goes dark, it could mean death or it could mean the creature is unreachable due to their current plane
- Spell scroll (5th level) - Insect Plague
- Scroll of Protection
- 1,500gp in unusual art
- 8,000gp in gems
- Potion of Superior Healing (3)
- Potion of diminution
- When you drink this potion, you gain the "reduce" Effect of the enlarge/reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
- Quall's Feather Token (2)
- Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a Bonus Action to make a melee spell Attack against a creature within 10 feet of the whip, with an Attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
- As a Bonus Action on Your Turn, you can direct the whip to fly up to 20 feet and repeat the Attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are Incapacitated or die.
- Tome of Understanding
- Manual of Golems
- To use, you must be a spellcaster with at least two level 5 spell slots.
- With this manual, you can make a stone golem at a cost of 80,000 gp.
- It will take you 1 week to make the golem
Mushrooms: 1d6 when ingested
- Poison
- +1 hit
- -1 hit
- Blinded
- +5hp
- -5 hp
Jun 18, 21
Aftermath, Session 21
Summary (info gleaned through the adventure)
- The lich, name finally determined to be Exethanter, consumed the souls and made Tamaris and Zapranoth mortal.
- His memory now restored, he promised to assist them but indicated he could not leave his temple as he was bound to the Shadowfell.
- Three Barovian witches told of three different sarcophagi. Players not interested
- For besting his guardian then players were gifted with riches. Players not interested
- Upon their return to Candlekeep, they were ambushed by a group of Tamaris' followers. Pottery Shard saved the day.
- After speaking with Sylvia, she was elated that the souls had been destroyed and promised to ready the teleporter once the adventurers were ready
XP:
- 1 amber golem (5900XP)
- 3 cultists (75XP)
- 2 super fanatics (1600XP)
- 1 giant constrictor snake (450XP)
- 2 invisible stalkers (4600XP)
- Total per player: 2525XP
General Treasure:
- The Party Chalice - any liquid poured inside will turn to wine. Any wine will turn to poison.
- Bow of Sauvaign: +1 to hit, ignores all resistances - cost 1,000gp
- 6,600 ep, stamped with the profile of an unknown aristocrat
- 500gp
- Six fine dresses and gowns (worth 150gp)
- Ten pieces of jewelry (worth 2500gp)
- Eight ceramic statues (worth 200gp)
May 2, 21
Aftermath, Session 20
Summary (info gleaned through the adventure)
- The group made their way through the Amber Temple, home of a lich named... well, he can't remember his name. The lich, through some magic, has lost the memory of his own name, the command word to get into his phylactery, and other pieces of his history and situation.
- The group met Neferon, an arcanaloth who had shape changed into a wizard. He revealed his true form and identity after the party gained his trust. Neferon lived in the temple primarily to study in the library and had made a home inside a large statue in the entrance. He has not restored the lich's memory, even though he has the power to do so. The lich does not seem aware that he could learn and cast the spell himself...
- After meeting the lich and showing they were not a threat, the lich began to show them around the place as he helped them locate the phylactery. His memory would come and go but no matter how hard he tried, he could not remember his name or several command words.
- One of the rooms, a lecture hall, held a mage who ended up attacking the group. He had an amulet that controlled the amber golem in the next room
- The group found several sarcophagi in the lower level. These are infested with dark spirits who speak to people if they are touched. The group knows little else about them other than they were responsible for driving the wizards to power, darkness, and then death
- The group encountered a quartet of specters who guarded a chalice that turns any poisonous liquid into wine. It also turns wine into poison. It could be worth a small fortune to the right buyer.
XP:
- 1 berserker (450 XP)
- 3 flameskulls (3300 XP)
- 1 mage (2300 XP)
- 1 death slaad (5900 XP)
- Total per player: 2390XP
General Treasure:
- Tome of Understanding
- Gold amulet (controls the amber golem)
- Staff of frost
- Scroll of wall of fire
Mar 21, 21
Aftermath, Session 19
Summary (info gleaned through the adventure)
- After clearing out the troll's cave and flubbing an opportunity to explore a super cool dungeon, the party made their way to Candlekeep
- The collected souls can be destroyed with either the help of Zariel or the help of a lich. The party chose the lich!
- Tamaris is making a big push south. He will be at his keep awaiting news. Now is the time to strike and kill Tamaris.
- Sylvia Savikas knows of a way to transport the group, along with a small strike force, close to Tamaris' keep. Once the souls are destroyed, both Tamaris and Zapranoth will be vulnerable.
- The party now find themselves knee deep in the lich's den, which seems to be an old temple...
XP:
- 2 orcs (200 XP)
- 2 trolls (2200 XP)
- 2 berserkers (900 XP)
- 1 gladiator (1800 XP)
- 1 dire wolf (200 XP)
- Total per player: 1060XP
General Treasure:
- Wand of secrets (Norman)
- 600gp
- Ring of Concentration (+2 maintain Concentration, +1 Charisma)
- Ingredient bag
- Diary of Flint Uppus (tells the story of Flint Uppus, a sailor and adventurer who travelled this area). The diary is nicely bound with excellent penmanship.
Jan 24, 21
Aftermath, Session 18
Summary (info gleaned through the adventure)
- Three ships (2 warships and a sailing ship) approached the island. One of the ships headed towards the Sea Ghost. The status of the Sea Ghost is unknown
- Several landing ships disembarked carrying powerful raiding teams, only one of which went to the shore to disembark. A man who introduced himself as Todos Khan asked that you identify yourselves and hand over the souls. The party instead warped to Baldur's Gate, losing the teleportation orb during the transfer.
- You were set up with accommodations and retrieved your Triceratops. The party spent gold to upgrade their gear.
- Liara Porter has become a local celebrity due to her battles against the Scarlet Brotherhood. She met with you and indicated that staying in Baldur's Gate would let you fight melee in the war but the odds of getting to Tamaris Khan would be slim. Staying in Candlekeep may provide a more "outside of the box" way of thinking that may allow the party to get closer to Tamaris Khan's castle.
- Tal Wokenfeld was introduced. He is first in command under Liara and has been leading various raids against armies in the north.
- Walnan was told of an old shrine that may house some clerical armor
- The party journeyed to Candlekeep and raided an orc's den along the way
XP:
- 4 orcs (400 XP)
- 1 kobold (25 XP)
- 1 troll (1800 XP)
- Milestone XP (for escaping with the souls): 300XP
- Total per player: 745XP
General Treasure:
- Gold chest (200 gp) with 100gp in gems
- Ingredient bag
- Gold ring
Dec 22, 20
Aftermath, Session 17
Summary (info gleaned through the adventure)
- Speaking to the projection (or by grabbing the key) seems to have alerted someone to your presence
- You collected the lives of Tamaris and Zapranoth in vials (as sea foam). The foam continues to glow in the vials
- You were able to kill the two demons who guarded Zapranoth's life.
- You found several people below the temple, who you assume were in line to be sacrificed
- As you razed the temple to the ground, Oceanus alerted you to three ships on the distant horizon.
- Oceanus took the prisoners and sailed towards the mainland
- You decided to stay on the middle island along with your orb of transport
- The session ended with Oceanus sailing to the mainland while the three ships approached.
XP:
- 1 Giant Scorpion (700 XP)
- 6 Giant Centipedes (300 XP)
- 3 Spined Devils (1350 XP)
- 1 Glabrezu (5000 XP)
- 1 Vrock (2300 XP)
- Total per player: 1930 XP
General Treasure:
- Blast Scepter
- 20gp (in the temple)
10/10 & 11/8, 20
Aftermath, Sessions 15 and 16
Summary (info gleaned through the adventure)
- The adventurers left the island of the satyrs and decided to follow the compass and the codex. They arrived on a mysterious island with odd ghost ships coming and going. No one could be seen on the island save one person, Kathar Kathan, an elven wizard who runs an arena. Only people who find the codex and compass can find the island. The danger is great but so is the reward. The players defeated the arena but declined the offer to play Baldur's Bones for the Chalice of Life.
- After leaving the arena island, the adventurers made it to where they believe is Tamaris Khan's secret island
- The middle island was explored first, revealing a sacrificial altar inside a gruesome temple.
- The right island was explored next. A wall of flame was discovered with a pool on the other side. The wall of flame gives off illusion magic. Normal water was splashed on the flame but had no effect.
- A painting was seen on the other side. The painting reflected a study
- A man was also on the other side. He seemed to be a projection and not a real person
XP:
- 3 Couatls (3300 XP)
- 2 giant centipedes (100 XP)
- Grick Alpha (2900 XP)
- 2 Gibbering Mouthers (900 XP)
- Young Red Dragon (5900 XP)
- Red Dragon Wyrmling (1100 XP)
- Giant Octopus (200 XP)
- 3 Sahuagin (300 XP)
- 1 Sahuagin Baron (1100 XP)
- 1 Hill Giant (1800 XP)
- 1 Mage (100 XP)
- 1 Night Hag (1800 XP)
- 2 Werebears (3600 XP)
- Total per player: 4620 XP
General Treasure:
- Book with names in blood
- Book that is blank
- 3000gp (reward from the arena)
Sep 6, 20
Aftermath, Session 14
Summary (info gleaned through the adventure)
- You moored of the island of Salinia which had been settled by a group of satyrs who represented a once influential tribe from the mainland.
- A drider and its giant spider and scorpion minions had been plaguing them for decades, indiscriminately killing women and children and also stealing their fertility staff. You descended down into their lair and dealt with them
- You found a staff, which the tribe elder said was a staff that ensured fertility among their kind. Without it, they would eventually all perish.
- You found a codex and a jeweled dagger. The codex spoke of an island to the north that contained a great treasure. It seems to work in conjunction with the compass you found earlier, which began to point north as well, no matter how you oriented it.
- After returning the staff and killing the drider, the satyrs threw a festival in your honor and gave you the Lute of Sleeping. This lute will put any non demonic or fey creature to sleep for 1d4 minutes. It recharges daily each morning. It will also work on a group of people. Anyone who hears the lute will fall asleep, including allies.
XP:
- 2 giant spiders (400 XP)
- 2 giant scorpions (1400 XP)
- 1 drider (2300 XP)
- 2 giant rats (50 XP)
- Milestone: 1000 XP
- Total per player: 1830 XP
General Treasure:
- Codex
- 200gp
- Jeweled Dagger (one of the jewels, when pressed, imbues the dagger with fire). +1 to hit, 1d6 fire damage (when in fire mode), 1d4 when in normal mode. Fire mode is exhausted after three hits. Recharges each morning.
- Lute of Sleeping (puts anyone within earshot (30ft) to sleep for 1d4 minutes). Does not work on demons or fey. Recharges each morning
- Harvested 12 mushrooms. Each one can create a different effect for 1d20 minutes
Aug 16, 20
Aftermath, Session 13
Summary (info gleaned through the adventure)
- You traveled from Baldur's Gate to Orlumbur, a small port village. There you resupplied and started the long journey west
- Along the way, you happened upon a shipwreck and found an odd gem
- You decided not to visit Warlock's Crypt
- You landed on an island that is inhabited by at least two satyrs. They fired arrows at Ursos as he flew over.
- Warlock's Crypt
- It's a fairly well known location and frequented by adventurers who raid it for any treasure that may be available.
- There is rumor to be a hidden area within the crypt that has more treasure and more artifacts explaining its purpose. This room has never been found. The builder and original resident of the crypt (the warlock) is not known.
- The area is frequented by trolls, goblins, and kobolds
- There is rumor of a larger cave system within the mountains that has never been properly explored
XP:
- 5 hunter sharks (2250 XP)
- Milestone: 500 XP
- Total per player: 2460 XP (Norman Bookman adds 50XP)
General Treasure:
- Items in the chest
- Misc gems (300gp)
- Special gem. This gem shows the face of the person holding it. That person is talking but can't be heard. Further research shows it to be what is sometimes called a Personal Crystal. They are uncommon objects and can only be activated if placed in contact with the sun or moon of a particular phase. There may be people who are able to further narrow down the time window.
Jul 18, 20
Aftermath, Session 12
Summary (info gleaned through the adventure)
- You traveled from Weichering to Baldur's Gate
- You came across a ragged band of devils, demons, and humanoids along the way
- You happened upon one of the many tricky puzzles created by the eccentric mage, Cuck Focksucker. His puzzles may be annoying, but you can get some good gear
- You gathered the following intel from Solskjaer the Shepherd Druid, Liara Porter, and Oceanus:
- Tamaris Khan
- There have been demon and barbarian attacks reported recently … this is a new development and has not happened in Solskjaer's memory
- There are signs of troop movement from some of the local regions, signaling there might be a battle brewing. Most troops head north and eastward
- Loftwick has disappeared and everyone is feared dead. Another town, further north, Pellington has also disappeared with the same reports of a giant orb appearing over the city. This happened about a year ago. Since then, no other cities have disappeared. The count is about 6,000 people died in the two incidents.
- Liara indicated that Tamaris and his demon companion are immortal. Several attempts have been made to assassinate with little success.
- Tamaris Khan has various spies holding political positions in some cities in the region. It is impossible to know who they all are as they do not easily reveal themselves. Over the past few years, about 50 have been caught. All are tied to the Scarlet Bortherhood.
- Tamaris Khan
-
- Saltmarsh Council
-
Same council other than Skerrin has taken Panian’s place. Manistrad has worked only to protect the interests of the mine and cares little for the town or its problems. She spends more and more time at the mine and less in town. Skerrin and Anders continue to run their smuggling ring and Skerrin provides assistance to the Scarlet Brotherhood. Anders Solmor seems a bit dazed and uninvolved (he is being hexed). Eliander has gone with some troops north to fight the coming invasion and Eda is focused mainly on the fishing trade and trying to keep the town together. Gellan has stopped throwing parties and has become more withdrawn (although no less eccentric). He typically votes in a way that advances his self-interest, as he did before.
-
- Saltmarsh Area
- The Sahuagin have allied with a warlord wizard named Tamaris Khan. He has promised to give them the entire Hool Marshes and surrounding coastal areas. They are currently in a massive fight with the Lizard people. The sea elves, in an odd partnership, have allied with the lizardfolk to defeat the enemy. A Sahuagin victory would mean certain death or slavery for the Lizardfolk and sea elves.
- The Sahuagin are a formidable force and are very slowly but surely moving further into the marshes.
- The lizardfolk on the boat were decoys, traitors attempting to cause confusion and create hostility.
- The Saltmarsh council is in gridlock. There are some serious suspicions amongst Oceanus’ people that some of the members are Scarlet Brotherhood. No aid has been forthcoming and the one council member who normally took the rational side is Eliander, and he is off fighting in the north.
- Battles are raging up north between the devil/demon hordes of Tamaris Khan and anyone who is standing in their way. The sea elves are focusing on the local battle with the Sahuagin. The battle up north goes poorly but the human hybrid army is putting up a good fight. Many of the main armies have finally reached the battle, giving much needed reinforcements and temporarily halting Tamaris’ march.
- The crystals can be used to teleport to other places and are how Tamaris has been feeding his army with new recruits. Oceanus does not know how it’s done and neither does anyone in his village. He recommends Candlekeep.
- Baldur's Gate
- Zodge is dead, killed in a skirmish with a demon army while on patrol. The demons were vanquished but most of the company was killed, including Zodge. Liara Porter, who the group has met before, now runs the Flaming Fist on orders from the King. She knows more about the situation and knows it’s much graver than the druid feared. She tells of an army run by a wizard madman and his companion demon. No one seems to be able to kill the wizard and battles have been occurring in the northeast for months. His army consists of devils, demons, orcs, mind controlled humans, undead, and other unsavory characters. His armies seem to be pushing south and west
- Liara indicated that the two are immortal. Several attempts have been made to assassinate with little success.
- Saltmarsh Council
- Your ship is intact but needs repairs. Oceanus has asked 30 of his colleagues to come to Baldur's Gate to repair the ship and act as your crew. Oceanus has volunteered to act as the captain
- Your belongings, minus all weapons and armor, which were used for the war affort, are in an old warehouse in Baldur's Gate.
- A note given to you by Zariel indicates a possible location for the souls of Tamaris and his demon companion
- Oceanus indicated that demons and immortals must store their souls in everyday objects (an apple in a hidden orchard, a blade of grass in a forgotten meadow, a lock of hair from the buried corpse of an unknown maiden, etc). According to the note, their lives are stored in the foam of these two pools.
- The group has decided to sail for Warlock's Crypt, which is mentioned in the note. From there, they will sail west and look for the islands.
XP:
- 2 giant rats (50 XP, Norman Bookman III only)
- 1 mage (1000 XP)
- 2 imps (400 XP)
- 4 commoners (100 XP)
- 2 dretches (100 XP)
- 1 bulezau (700 XP)
- Milestone: 2000 XP
- Total per player: 2460 XP (Norman Bookman adds 50XP)
General Treasure:
- Items in the satchel from the clock puzzle
- Spell scroll (3rd level)
- Potion of Longevity
- Potion of Supreme Healing
- Spell scroll (4th level)
- Potion of Healing
- Potion of Healing
- Potion of Healing
- Keoghtom's Ointment
- Potion of Heroism
- Chime of Opening
- 100 gold
- Lapis Lazuli (10gp) - Gemstone
- 2 Small Chrysoprase (50gp) - Gemstone
Jun 28, 20
Aftermath, Session 11
Summary (info gleaned through the adventure)
- You are currently resting at a Druid's simple house in the small river town of Weichering
- After exiting the Hellwasp next, you were greeted by a small army, led by the pit fiend Dispater and the Death Knight Olanthius.
- Peregrin has not been seen since the exit
- Olanthius indicated that he was Zariel's second in command during the initial invasion of Hell. Upon defeat, he committed suicide rather than be converted to a devil by Asmodeus. He attempted to leap to his death from a mountain but Admodeus stopped his fall and converted anyway. He was destined to be Zariel's number two for the rest of eternity (or the rest of his unnatural life).
- Dispater did very little talking and gave away no information
- You stopped at The Wandering Emporium, run by an eccentric man named Mahadi. Anything goes in this market.
- You were taken to Zariel's bunker, where she indicated that her ally on the material plane, Tamaris Khan, had betrayed her and now was in line with Baphomet. This is making the war go badly and has also removed her source for easy souls. Zariel took her sword from you and planned to destroy it once and for all.
- Zariel said that she would set you free if you helped her destroy Tamaris Khan. You agreed and she gave you your choice of where to transport. You decided to be transported to where Loftwick used to be. She gave you an odd map (on it, the rivers move, forest trees sway in the breeze, and a hole in the ground where Loftwick used to be) and a piece of paper, with markings you can't decipher.
- Climbing out of the hole, you identified the items and Ursos identified some (but not all) components of the hellwasp venom.
- You walked along the Chionthar River towards Baldur's Gate. Exhausted, you sought out a druid in one of the towns and he filled you in on what had been happening since you were gone
- It has been a little over 2 years since the destruction of Loftwick. At this point, all that have not reappeared have been pronounced dead. Local gossip has it that it was dragged down to hell and has something to do with the recent devil turned demon invasions.
- A warlord from the northeast has been raiding cities regularly with devil and demon armies. Several cities have fallen as this seemingly immortal man becomes more powerful. It is seriously worrying many of the kings and rulers of the lands as he moves to the more populated west
- Not much is known about the islands you are looking for. Those waters are fairly dangerous with sea creatures, pirates, and hostile natives
XP (and treasure):
- 1 devilish creature: (200 XP) for Norman Bookman
- Milestone: 5000 XP
- Total per player: 5000 XP (Norman Bookman adds 200XP)
General Treasure:
- Ring of Shadows - Allows you to add two cantrips and two level 1-5 spells to your book of shadows. Removing the ring also removes your ability to cast them.
- Armor of Contour - This armor contours to whatever shape you take. It adds +2 AC
- Orb of Transport - Allows you to teleport to any place you’ve already been. Roll a d100. 35 or better means it worked. 34 or lower and the orb does nothing. Can only be used once per month then goes dark. Can only transport to the plane you are on.
- Hellwasp poison - This can be used for anti-venom. This anti-venom gives you immunity to poison and paralysis for 1 hour
- 2 healing potions
- Dagger (no special properties)
- Helmet (no special properties)
May 9, 20
Aftermath, Session 10
Summary (info gleaned through the adventure)
- You left the crypt, passing a tower and a lake of ichor. Ichor was collected from the lake
- You happened upon Mordernkainen's tower. You traded favors for a hammer that could break through Hellwasp amber. Three party members signed Mordenkaine's contract and gained a temporary boon.
- You successfully assaulted a Hellwasp nest and retrieved several items, one being what you hope is Zariel's sword
- You were greeted by a small army upon your return to the surface from the nest. Their leader looked at the party, saw the sword in amber, looked and started laughing. His army looked to be about 40+.
XP (and treasure):
- 10 Hellwasps : 18000XP
- 21 Hellwasp Grubs: 1050XP
- Total: 19050XP
- Milestone XP (per player): 1500XP
- Total per party member: 5310XP (Norman Bookman adds 100XP)
General Treasure:
- 500gp
- Wand of Magic Missile (3 charges)
- Trinket (for Walnan)
- Large gold coin (for Norman) - value unknown
- Ring of Spell Storing (contains 3 spells)
- Fireball
- Gaseous Form
- Magic Missile
- 10 stingers, stats as follows
- +7 to hit, reach 5ft
- 6 (1d6 +2) piercing damage plus 4 (1d6) fire damage
- Target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 7 pieces of amber with contents
- Small vials of demon ichor
- Vials of Hellwasp
April 18, 20
Aftermath, Session 9
Summary (info gleaned through the adventure)
- More information came to light as you explored the Hellrider's Crypt. You encountered several ghosts, who asked to have their souls released (which you did) in exchange for information
- Zariel, an angel at the time, led a group of Hellriders and other angels into Hell to take the fight to the devils
- At some point during the battle, Asmodeus himself appeared. When this happened, many of the Hellriders fled in fear, closing the portal behind them and leaving the remaining army to their horrible fate
- Asmodeus,. impressed with Zariel, turned her into a fiend and allowed her to rule Avernus
- The remaining Hellriders were given over to a particularly cruel pit fiend, named Dispater. Eventually, they were all tortured to death and left in the crypt, where their souls could find no rest
- Dispater clouded Peregrin's mind and then ordered her banishment, leaving her to wander and die alone
- Dispater then hid the sword but only allowed certain ghosts to have certain information, meaning no one ghost knew the entire story. Dispater knew the sword could be a factor in her possible redemption, which could not happen under any circumstances.
- Zariel had a second in command, Olanthius. After the battle, rather than be converted, he committed suicide. Zariel resurrected him as undead, so that he could server her forever. He secretly harbors feelings of resentment over this and would like to see her redeemed. Olanthius' whereabouts are unknown to the ghosts
- Eventually, you found that the sword had been hidden in the top layer of a hellwasp nest, meaning it would be extremely difficult to find and retrieve as no one would willingly venture into a hellwasp nest! The sword is encased in amber and must be extracted
XP (and treasure):
- 9 Wraiths : 16200XP
- 3 Zombies: 150XP
- 3 Mummies: 2100XP
- Total: 18450XP
- Milestone XP (per player): 1500XP
- Total per party member: 5190XP
General Treasure:
- 500gp (found in a wraith's casket)
- Wand of Secrets
- Necklace of Fireballs
- Several journals, written in common (these are the journals of Olanthius and tell his story)
- 2 books, language unknown. They appear to be a set as they are similarly bound
- 1000gp (items, gems, general treasure found in Olanthius' chamber)
Apr 11, 20
Aftermath, Session 8
Summary (info gleaned through the adventure)
- Granny Nighshade has fallen from grace. She is now needing to get information on Zariel to try and make a comeback. For this reason, she helped you access Peregrin's memories via the Dreamscape
- Zariel was betrayed by her Hellriders when the battle went sour. The battle was then lost and Zariel was defeated and turned into the ruler of Avernus (a cruel fate for an angel) and lost both her arm and her sword.
- Peregrin looked through the spyglass of her memories and saw where the sword was hidden. It was within an old fortress after a great battle had ended. Baphomet and Bitter Breath (a powerful Avernus warlord) then appeared in the dream and saw the same image. They attacked the party. When the hour was most dire (after the party's dream-selves had all been killed and only Ursos remained), Pottery Shard reached out through the Dreamscape and ended it through song, forcing everyone back to reality.
- Granny Nightshade was very pleased with the information she acquired and gave you two war machines. About 5 miles outside of her compound you met one of the lesser warlords. You defeated him and acquired two of his men and three of his war machines. You then proceeded to the fortress from Peregrin's memories. What you found looked to be more of a memorial or even a crypt. A barren hill is all that remains of the fortress, on top of which sits two 50 foot monoliths. These were etched with writings in infernal and other languages and gave the history of the immediate area. According to the texts, this was the site of a large battle between the armies of Asmodeus and the Hellriders of Zariel. The battle ended in Zariel's defeat but Asmodeus was impressed and spared her from annihilation.
- Onyx steps lead down to a pair of basalt doors. You have opened those doors by whispering the password. You have not yet stepped inside.
- An abyssal chicken befriended Norman Bookman. He now has the option to summon that as his familiar instead of the goose. There are about 20 of them "grazing" on the hellscape at the bottom and sides of the hill. They do not go near the monoliths.
XP (and treasure):
- 7 spined devils: 3150XP
- 1 Raggaddragga: 1100XP
- 2 Wererats: 900XP
- Total: 5150XP
- Milestone XP (per player): 2000XP
- Total per party member: 3030XP
- 1 inspiration point to Norman Bookman III
General Treasure:
- Raggaddragga's Maul - Maul. +5 to hit, 10 (2d6+3) bludgeoning + 3 force damage (target must succeed on a 12 Strength saving throw or be knocked prone and back 5 ft)
- Devil Box (sliding top lid) - Three of these boxes were presented to $NB III during the dreamscape ritual. Upon exiting, Norman found he still had one of them in his trousers. It contained 50 infernal coins and a piece of paper written in infernal. Upon translation, it was found to be a pact where the spined devil would come to Norman Bookman and serve until death (+1 to each of its stats). This service can be called upon only three times.
- 3 war machines. 1 demon grinder and 2 devil's rides.
- Circlet of Blasting - While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
- 3 soul coins (each with 2 charges)
Mar 28, 20
Aftermath, Session 7
Summary (info gleaned through the adventure)
- The chains seem to be slowly pulling Loftwick down towards the surface...
- Ulder Ravengard decided to stay behind and try to rally the commoners and find a way out of the city and back to the material plane. Their situation seemed grim.
- You encountered Gideon Lightward, a devoted undead priest of Zariel, who granted you safe passage through the city. He had been recently converted by Zariel., was killed when Loftwick was transported to Avernus, and resurrected to serve her. After helping him defeat some particularly tough demons, he told you of some relics in the graveyard, which is where he had taken residence. He was planning on speaking with Ulder Ravengard, who had run out of the graveyard with a relic, which Gideon did not approve of. Status of their meeting and condition is unknown. He destroyed the portal but may be working on a new one.
- Through some clever ingenuity you fashioned parachute/balloons out of spider silk (granting a point of inspiration to Ursos) and sailed off the floating island of Loftwick and safely beyond the warring devils and demons below. After a several hour hike, you arrived at Fort Nightshade, run by an old acquaintance, Granny Nightshade.
- Granny Nightshade, being 1000 years old and quite an opportunist, is not one to hold a grudge. She gave you some key information and said she would help you if you helped her. Granny realizes that power is what rules supreme in Avernus. Peregrin has critical information about Zariel trapped in her mind and she feels she might be able to get it out. The more she knows about Zariel, the better equipped she is to bargain and outmaneuver the other warlords, gaining more favor. In return, she gave you a couple of functioning war machines and 6 soul coins with which to power them.
- Granny Nightshade has the power to enter the shadow realm and the dreamscape, which is deep within someone's mind. She would like to perform a ritual and go through Peregrin's memories. It may be dangerous but it's the best way to determine where the Sword of Zariel may be. That sword is the key to negotiating with Zariel and saving Loftwick (and perhaps themselves). Obviously, it will not be easy to acquire...
- Zariel's Blood War is spinning out of control and spilling over into the material plane, which it has been known to do only twice since the war began several centuries ago
- Soul coins are created from the souls of evil mortals... Zariel feels sometimes that there are plenty to be found on the material plane
- You helped an odd looking, hulking, and obviously custom built flesh golem remove a jagged piece of metal from its leg. Granny Nightshade was pleased. The redcaps were not.
- You helped the two kenku fix their infernal war machine. Granny Nightshade was pleased.
XP (and treasure):
- 5 dretches: 250XP
- 1 Fiendish Scorpion: 700XP
- 1 Devil Dog: 1800XP
- 2 wraiths: 3600XP
- 1 Specter: 200XP
- 1 Redcap: 700XP
- Total: 7250XP
- Milestone XP (per player): 2500XP
- Total per party member: 3950XP
- 1 inspiration point to Ursos
General Treasure:
- Gauntlets of Ogre Strength - Modify a character's strength to 21. Can be worn by any character.
- Warhammer of Githrie - This hammer has old dwarven runes on both sides of its face as well as markings on its hilt. The runes say "This hammer kills fascist demons" Careful identification has found that the runes at the top add +1 to a person's strength. More time is needed to identify the markings at the bottom.
- 2 war machines (to be given at the completion of the dream sequence). Stats below:
Infernal War Machines:
DEVIL'S RIDE (A Devil's Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil's visage, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability)
Large vehicle (500 lb.)
Creature Capacity: 1 Medium creature
Cargo Capacity: 100 lb.
Armor Class: 23 (19 while motionless)
Hit Points: 30 (damage threshold 5, mishap threshold 10)
Speed: 120 ft.
STR 14 (+2), DEX 18 (+4), CON 12 (+1), INT 0, WIS 0, CHA 0
Damage Immunities: fire, poison, psychic, Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Jump. If the Devil's Ride moves at least 30 feet in a straightline, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
Prone Deficiency. If the Devil's Ride fa lls prone, it can't right itself and is incapacitated until pulled upright.
Stunt. On its turn, the driver of the Devil's Ride can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least l 0 feet in a straight line. If the
driver succeeds on DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fai ls by 5 or more, the Devil's
Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
ACTION STATIONS:
Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the Devi l's Ride.
REACTIONS:
Juke. If the Devi l's Ride is able to move, the driver can use its reaction to grant the Devil 's Ride advantage on a Dexterity saving throw.
SCAVENGER (The Scavenger handles like a small bus and is used to sift through battlefield detritus for scrap metal and other materials worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50ft long chain).
Huge vehicle (9,000 lb.)
Creature Capacity: 8 Medium creatures
Cargo Capacity: 2 tons
Armor Class: 20 (19 while motionless)
Hit Points: 150 (damage threshold 10, mishap threshold 20)
Speed: 100 ft.
STR20 (+5), DEX 12 (+1), CON 20 (+5), INT 0, WIS 0, CHA 0
Damage Immunities: fire, poison, psychic, Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Magic Weapons. The Scavenger's weapon attacks are magical.
Prone Deficiency. If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
ACTION STATIONS:
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Scavenger.
Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Feb 28, 20
Aftermath, Session 6
Summary (info gleaned through the adventure):
- You are currently in the catacombs of one of the final standing buildings of Loftwick, the High Hall, which was a cathedral dedicated to the God Torm. There are about 100+ scared, hungry, and tired people scattered about as well as an acolyte, Pherria Jynks and the head of the Flaming Fist himself, Ulder Ravengard. You are safe for now and have been able to complete a long rest, but that will not last. You've heard activity overhead.
- Thavius Kreeg, High Overseer of Loftwick, had a puzzle box. You have taken this box to Sylvira Savikas, a tiefling archmage in Candlekeep who is an expert on everything involving the Outer Plains. She was able to open the puzzle box and find that Thavius Kreeg had made a deal with both Zariel (Ruler of Avernus) and Tamaris Khan (a very powerful and old wizard). Sylvira sent you to hell to either reason with or kill Zariel. Her fear is that Zariel will not stop with Loftwick but will begin to target other cities. At the very least she will keep sending devils to this material plane. The more souls she can steal, the more devils she can produce to fuel her Blood War, the more souls to feed her infernal war machines.
- Pottery Shard has taken up with a small bard commune but has indicated he will continue to follow and document your journey in loving song. He did not accompany you to hell (but it was mentioned by a few characters that he may see them there at some point)
- Sylvira is keeping the crystal safe in Candlekeep and will do some research on its use (she has Investigation +13).
- Using a plane shift spell, you have journeyed to Loftwick, which hangs about 500 feet above the River Styx and is attached to the ground by gigantic chains. It is in a state of cosmic upheaval. The Companion, which once shielded the city from evil, now sends occasional bolts of crackling lightning to the surface, causing large earthquakes. A giant battle rages below between devils and demons, which Sylvira dubbed the Blood War, a hundreds year old battle for power between the first and second levels.
- You threw one of the familiars into a portal. The web attached to it snapped but the familiar, once resurrected, was able to tell you it saw many devils and what looked like a travelling marketplace.
- Ravengard had gone to the old graveyard in hopes of finding the Helm of Torm, which was a relic rumored to allow communication directly to Torm. It had never worked, but it was worth pursuing. Many hours later, he was brought back by his guards, raving like a lunatic. Through an old ceremony, you removed the helmet, which was being used as a psionic battleground between Torm and Baphomet (powerful demon lord). The helmet now lies on the floor.
- Peregrin remembered planting a sword and a large fortress rising around it. She also remembered going to a junkyard called Fort Nightshade, where they built and repaired infernal vehicles. These memories were unlocked when Ravengard explained his first visions after donning the helm and mentioned two birdlike creatures. Fort Nightshade is about 10 miles from your current location...
XP (and treasure):
- 7 spined devils: 3150XP
- 1 White Abishai : 2300XP
- 4 Giant Devil Crabs: 100XP
- 1 Hellwasp: 1800XP
- 4 Bandit Captains: 1800XP
- 2 Will O' Wisps: 900XP
- 1 Mummy: 700XP
- Total: 10,750XP
- Milestone XP (per player): 1000XP
- Total per party member: 3150XP
General Treasure:
- Trinket for Norman Bookman - A tiny mechanical crab or spider that moves about when it's not being observed
- Bracers of Defense
- Yellow diamond elemental gem (this yellow diamond contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost)
- Scroll of dispel magic
- Nine red amethysts (450gp total)
- 1 Greatsword
Jan 24, 20
Aftermath, Session 5
Summary (info gleaned through the adventure)
- You are currently resting in comfortable quarters in the famous and learned city of Candlekeep. Candlekeep is built on top of a coastal promontory and majestically faces the Sea of Swords, five days journey south from Baldur's Gate. Renowned for having the largest library in the land and a small but prestigious university, it is mainly populated by wizards and other magic users, scholars, students, and many races and classes with a desire for knowledge. It consists of approximately 100 spires all of unique design but all made from the same locally quarried stone. The spires vary in size and complexity but most come complete with living quarters, study rooms, offices, meeting rooms, etc. The spires are connected by a series of paths, stairs, small roads, tunnels, gardens, and courtyards of varying size. The library and university lie at the heart of the city.
- Thavius Kreeg, High Overseer of Loftwick, had a puzzle box. You have found this box and are taking it to Sylvira Savikas in Candlekeep. It may explain what sort of deal he had with his master, and who that master is.
- Captain Zodge agreed to offer you safe passage out of Baldur's Gate. you have been allowed to take your triceratops and wagon full of possessions (indicated below). He indicated he served with Eliander and will reach out to him to have your boat sent to a Baldur's Gate secure dock. He's also giving you a small warehouse nearby to use for your triceratops and other animals. He seems to understand and value your importance but you don't know what he may ask of you in return.
- You took out an entire Scarlet Brotherhood stronghold in Baldur's Gate, rescuing several prisoners. Duke Vanthampur had been helping the Scarlet Brotherhood in their attempt to take over Baldur's Gate. For some reason, she was sheltering Thavius Kreeg. Sylvira may some ideas as to why but Falaster had not yet figured it out. Tapestries in a makeshift temple showed the 9 levels of Hell and a devil was being used as a prison guard.
- Mass chaos still in Baldur's Gate as refugees get more desperate to enter the city. More arrive daily.
- You killed Duke Thalamra "Mrs Garrett" Vanthampur and her son, Thurstwell (who was hiding the puzzle box). The Duke had two sons who are still at large. Captain Zodge indicated that if you encountered them, you could deal with them as you saw fit.
- On the way to Candlekeep you encountered devils, which is very unusual for this area (one guard mentioned they have not seen devil activity here in hundreds of years)
- You saw a young lady following you to Candlekeep but you could never get close enough to gather any information on her identity.
- Shield of Shining Light: A devil is trapped inside this shield (you don't yet know which one). Each day, the one carrying the shield must roll a Charisma saving throw or suffer a drop in alignment. The devil trapped inside has communicated telepathically with some members and indicated it can be useful in their journey. It also knows of a secret property that allows it to absorb some of the power of a large foe and direct it back. The devil has control over this property.
- Pottery Shard continues to delight. He also said he has found a broker who can help sell your stuff. He asks few questions and charges a fee per transaction based on amount moved.
- Falaster Fisk: Went with you to Candlekeep and will introduce you to Sylvira when you are ready (although he asks for urgency). He has been following Thavius Kreeg and has this info:
- Thavius has made a deal with a very high power. Sylvira thinks this power is what has pulled Loftwick underground and is unleashing the devils you're seeing across the land.
- He followed Thavius here but was captured fairly quickly when sneaking around the villa. He has discovered that the puzzle box may hold some answers as to what happened to Loftwick.
- Falaster does not know much about the shield other than there is a powerful demon trapped inside of it and was stolen recently from a powerful family.
- Falaster had heard of summoning crystals but did not realize that such a large one existed. He surmised that this and perhaps other crystals like it are how the devils are entering the material plane.
XP (and treasure):
- 3 cultists: 75XP (15 cp)
- 2 cultists: 50XP (20cp)
- 1 barbed devil: 1800XP
- 3 bearded devils: 2100XP
- 2 imps: 400XP
- 1 imp: 200XP
- Thurstwell Vanthampur: 25XP
- Thavius Kreeg: 100XP
- 5 guards: 125XP (20 sp)
- 3 guards: 75XP (10 sp)
- Helmed Horror: 1100XP
- Total: 6050XP
- Milestone XP (per player): 1000XP
- Total per party member: 2210XP
General Treasure
- Set of calligrapher's supplies (15gp), a poisoner's kit (50gp), a coin pouch made from a sheep's bladder (contains 22pp, 85gp, 113sp), Pipes of the Sewers (given to Pottery Shard)
- Puzzle box
- 20 rare first edition books (25gp each), 10 gems (100gp), 200gp
- 6 bottles fine perfume (120gp), silver hairbrush inlaid with lapis lazuli (claimed by Horc) (100gp), wooden jewelry box (75gp), pearl necklace (250gp), platinum cameo shaped like a winged cat (50gp), two potions of healing in thin crystal vials.
- 1 large cart containing a large crystal (5ftx5ftx6ft), 2 suits of scale armor, 5 scimitars, 2 longbows, 2 shortbows, 2 quivers of arrows (containing 10 arrows each)
- +1 mace that radiates 5ft of bright light and 5ft dim light beyond that (claimed by Walnan)
- +1 shortsword with unidentified illusion property (claimed by Bryar) - cost 500gp
- Cloak of Protection (claimed by Horc) - cost 300gp will be delivered to Candlekeep within 1 week.
- 2 level 1 spells, 2 level 2 spells (claimed by Norman) - cost 550gp
- Slobberchops. Tressym who has bonded with Ursos. Up to 60ft, magical invisibility fails to conceal anything from its sight. It can understand (but not speak) Common. Can detect poison (but is immune) using touch, taste, or smell.
- Full 2 weeks rations and waterskins per party member
- 20 bottles of fine wine (10gp per bottle), A silver pendant shaped like a right handed gauntlet on the end of a silver chain. It is a holy symbol of Torm (25gp), purse with 50gp
- Shield of Light (also called Shield of the Hidden Lord). +1 AC. Contains a powerful demon. Any person holding it (either equipped or in a bag) must roll a Charisma check or suffer one drop in alignment. This can be cured with a dispel magic or remove curse spell
- Bottle of liquid laced with midnight tears (a tasteless poison)
- 73gp, 120sp, a potion of healing
- Apocalypto - an erotic book of poetic prophecy that focuses on the end of the multiverse, author unknown (50gp)
- Art objects and other items stolen from the villa during the raid (vases, small rugs, heirlooms) (300gp)
Dec 14, 19
Aftermath, Session 4
Summary (info gleaned through the adventure)
- You are currently locked and barricaded in what looks to be a small temple in a labyrinth beneath an expansive villa and are taking a short rest. Several dead or dying bodies lie around you. There is a statue in here of a woman with an angelic form. Her eyes are glowing.
- You have acquired a triceratops. It is currently being kept "safe" along with your carted possessions in a small barn run by the Flaming Fist (of which you are currently members). Gear loaded in the wagon is outlined below (Hint: It may or may not be safe).
- While in Granny Nightshade's lair, you discovered a gnome bard named Pottery Shard, who lives in the outer fringes of the Dreadwood. He was captured and brought here two weeks ago and has been in this pit ever since. He's sort of latched onto the party and has followed you to your current location but waits outside. He loves to sing and had the following intel:
- The Sacred Brotherhood owns the lair. It was once a large and twisted castle but that was laid waste by adventurers a couple centuries ago and she was presumed dead. This time, she has dug underground to create a new lair. He doesn't know much about the Brotherhood other than they originated in the far west of the Yeomanry in the mountains.
- They have been using the crystal to summon devils. Once the devils get here, they are washed in blood until they are acclimated.
- They seem to have an unlimited amount of devils they can summon. They are only limited by the amount of blood they can collect. He does not know where the devils go from here.
- The cultists do some weird blood rituals and are very disturbed. He hears constant screaming and moaning of people in pain as they are bled out or having their organs harvested. He could not see much from his pit.
- Granny Nightshade’s lieutenant came in once and was talking about an important sounding and powerful mage who was angry at someone named Zariel. He ordered some people to speak with Rakitic and make sure he had everything he needed. Rakitic is a mage who has helped Granny revive the dungeon and has been the one leading the summoning of the devils.
- Back through the Shadowfell. Lot of angry skeletons and shadows, although interestingly they did not attack
- The only road out of the Dreadwood took you to Basilisk's (fine, we'll just call it what it is) Baldur's Gate (no relation) which was in total chaos and disarray. Hundreds of refugees were on the road and trying to get in but the gate was locked.
- You heard a story about a companion, a large sphere that for the past several decades has hung over Loftwick, a nearby religious city, and protected it from evil and undead. The refugees indicated that it went dark and the city sunk below the horizon along with the companion. None of the refugees were in the city at the time but say it's now a big giant crater in the ground and all the people gone with it. Most refugees were farmers and peasants who lived outside the city. They seemed terrified.
- You were force drafted into the Flaming Fist, a mercenary group who polices Baldur's Gate. Captain Zodge indicated he would pay you to clear out the last remnants of Scarlet Brotherhood activity while he tries to deal with the chaos in the city. It had been discovered that they had infiltrated the government of Baldur's Gate and had a secret representative on a powerful council. This duke was recently outed and executed. These remnants have been using the current chaos in the city as cover to sow even more confusion, violence, and misinformation. He wanted you to help wipe out the last remnants of the Brotherhood by finding their headquarters and cleaning them out. He says you can keep anything you find. He gave you the name of a contact.
- You headed to Elfsong Tavern, which is known for a ghost who sings an Elvish song at random times. While there, she sang a different song, which took everyone by surprise, especially the owner. He noted that the words Hellrider, Companion, and Loftwick were all mentioned but struggled to remember the rest.
- After helping the contact (Tarina) out of some trouble, she told you what she knew, which was that Scarlet Brotherhood members had been seen entering the Vanthampur Villa. The villa's chief resident, Duke Thalamra Vanthampur, was very close to a different Duke who had just been executed for treason. There is also supposedly another character of note in the villa, but Tarina has yet to find out who it is.
- You were approached by a young lady in armor, Reya Mantlemorn, but you blew her off...
- You headed to an expansive villa, discovered an underground labyrinth (looked like some converted sewers) and fought a pretty powerful lady along with a lot of devils and cult members. You're assuming she was either the Duke or the Person of Interest (POI).
XP (and treasure):
- 2 Jackalweres: 200XP
- 1 Wererat: 450XP
- 4 zombies: 200XP
- 6 lemures: 60XP
- 6 bandits (total of 18sp on them): 150XP
- 1 bandit captain (tucked in the leader's vest is a pouch containing 32gp and 15sp. He also wears two gold necklaces (25 gp each) and a blackened gold ring with a white pearl set in it (125 gp): 450XP
- 4 imps: 800XP (these will only count for those who fought them)
- 6 guards: 150XP
- 3 spined devils: 1350XP
- 7 cultists: 175XP (total of 21sp on them)
- 2 barbed devils: 3600XP
- Unknown person (2 ornate keys in her pockets): 1100XP
- Total (minus imps): 7885XP
- Total per party member: 1577XP (add 400 more if you are either Bryar or Ursos)
General Treasure
- 1 large cart containing a large crystal (5ftx5ftx6ft) with dried blood on the bottom, 8 suits of scale armor, 30 scimitars, 10 longbows, 10 shortbows, 10 quivers of arrows (containing 20 arrows each)
- Tortoise shell shield that gives +2 AC for the duration of one battle. Requires 1 action to use. It recharges after a long rest
- Shield that will amplify your voice ten times louder than normal (200gp)
- Placed in the bag of holding: 1 suit of scale armor, 5 longbows, 5 shortbows, 30 quivers of arrows (containing 20 arrows each)
- Ring of water walking
- Flaming Fist badges!! (see picture below of the crest on the badge)
- 4 torches. Once lit, will never extinguish and can emit one smell of your choice
Nov 1, 19
Aftermath, Session 3
Summary (info gleaned through the adventure)
- You are currently resting in a hidden room off the throne room of what seems a fairly extensive dungeon. The door is closed and latched so you are safe to take a long rest.
- The council is divided on what to do regarding the rumors of trouble out west:
- Eda Oweland has little interest and is a no vote. She primarily wants to run her fishing business
- Gellan Primewater is interested and is a yes vote but barely. His primary concern seems to be the disharmony among the town people
- Eliander is interested and is a yes vote. As a soldier, he does not want a war to come to him. He wants to meet it head on.
- Manistrad is interested and is a yes vote. The trouble in the Dreadwood has impacted her mining operations and she is worried about other unrest.
- Ander is not interested and is a no vote. Skerrin has advised him to steer clear and focus on his business dealings, which are more to the east
- Skerrin is not interested and is a no vote. He wants to focus on business and feels there is nothing out west worthy of his attention. He feels it's a rough and unpopulated land and there is little business there.
- Panian Goldweaver has died. There will be a council election in a few months time
- Rumors of a town, Loftwick, located in Elturgard, that has vanished, swallowed up by the earth. Eliander had visited there as a soldier decades ago and says he has a hard time imagining such a thing happening to such a large city.
- Stories of refugees arriving in some of the western and northwestern towns. Eliander has dispatched a runner with a sending stone but doesn't know when he will return or find someone to make contact.
- You went through the Shadowfell, a dark and dreary place. Eventually, you shined enough light to reveal a well which you used to get back to the normal plane.
- A captured cultist confirmed that Granny Nightshade had been resurrected by the mage you fought (he does not know how or when). Oddly enough, no remains were discovered after her death. Only her garments were found. She seemed relatively easy to kill, meaning she may have been weakened.
- Saw some instances of devils but you're not sure how they got there. The two devils were covered in blood.
- You found a very large orange crystal sitting in a pool of blood. The blood was being fed by small troughs in the floor of an adjoining room. Creatures are placed on an altar and bled into the troughs where it feeds the large pool. There seemed to be buckets filled with guts and remains throughout the dungeon.
- Fought an undead half humanoid, half snake. A captured cultist indicated this was Ras Nsi, an old Oni guard of Granny Nightshade's who she resurrected. The cultist was not sure when that happened.
- Several mentions of endless armies.
- You found several pits but only two live specimens. One was a gnome who looked asleep and the other was a cultist who was rambling nonsensically. Reading his mind indicated he had contracted monkey fever. The cultist has been killed but the gnome is still in the pit.
- You found a triceratops that seems docile. You also found a giant eel that was not so docile. You don't know what type of eel it is. The triceratops is in a pen.
XP (and treasure):
- 1 cultist and 2 imps: 425XP
- 5 skeletons: 250XP - 28gp and a set of bracers (50gp for the pair)
- 2 cultists, 1 basilisk: 750XP - ruby (25gp)
- 2 cultists, 2 orcs: 250XP
- 1 mage, 1 quasit: 900XP - ring of keys, holy symbol of Zariel (25gp), 100gp, black leather quiver embroidered with a quartz studded star map (55gp), and a ceremonial dagger in a gold scabbard embossed with a scene of stampeding jungle animals (20gp).
- 4 cultists: 100XP - 8gp
- Nanna Shug (green hag): 700XP
- Ras Nsi (undead), 2 goblins, 1 ghoul: 1500XP - flame tongue sword, sending stone, wine flask (20gp), doublet and matching money pouch (55gp), cloak (60gp), harp (150gp), silk cushions (45gp), spellbook (see spells below), 3 gemstones (3gp each), 10pp, 50gp, 900sp, statuette with the amethyst eyes (20gp each).
- Chill touch
- Fire bolt
- Mage hand
- Mending
- Poison spray
- Expeditious retreat
- False life
- Magic missile
- Shield
- Blindness/deafness
- Hold person
- Misty step
- Animate dead
- Counterspell
- Granny Nightshade (night hag), Ethel Greenteeth (green hag): 2400XP - dirty headdress, golden hand mirror (75gp), rope of climbing
- 3 cultists: 75XP - 30gp
- Ring of water walking (found in the crystal room)
- 700gp for the contraband on the ship
- 300gp for breaking up the smuggling operation
- Potion of Invisibility (buried chest in side cavern along water)
- 200gp (buried chest in side cavern along water)
- Milestone XP: 1000 per person
- Total: 7350
- Total per party member (includes milestone): 2470
Sept 6, 19
Aftermath, Session 2
Summary (info gleaned from either Oceanus or the charmed pirate bosun):
You have picked up Oceanus, a sea elf from an underwater village to the south, as an NPC. He is a member of the Manaan tribe and is the chief elder’s son. He was tasked with tracking the smuggler’s movements but was captured a few months into his assignment. He finds it odd that only two or three crystals would be shipped at a time, as though they were very precious and very difficult to find. The bosun mentioned there is always a large Orcish thug on board who seems to be guarding something valuable. The bosun doesn’t know what that may be.
Oceanus feels the Dark Brotherhood may be behind the crystals but doesn’t know the full relationships that may exist with the Lizardfolk (he didn’t even know they were on board). A crest found on a shield matches that of a pictograph signature on a letter to the captain. The Brotherhood and Lizardfolk may be looking to attack the city and then move beyond to further and bigger conquests. Oceanus knows the Dark Brotherhood has a stronghold far to the west and practice dark magic. They are known to be especially cruel. He knows very little about them other than that. He does not know anything about their leadership structure.
Upon docking, Oceanus goes back to his village to consult the archives and his tribal council in an attempt to find more information on the Dark Brotherhood and the crystals. He will find you again soon and says he will not mention this to anyone outside the sacred council... The bosun has been delivered to the guards, who immediately take him into custody then go and update Eleander. Two guards have arrived and reported to the gangway of your ship for guard duty. They are not very talkative and haven’t provided any information…
In addition to some contraband, the smugglers had a lot of weapons on board. A map found in the captain’s quarters shows an X about 25 miles southwest of Saltmarsh off the Dunwater River. Oceanus says there are known to be Lizardfolk settlements in that area but they are fiercely guarded and remain remote and unexplored. There is also a rumored old temple that has been abandoned for centuries in that area although its exact location is unknown to Oceanus. He does not know if it is even still standing…
XP (and treasure):
- Pirate Captain: 450XP (hand crossbow, 10 bolts, 2 pieces hematrite (10gp each), 10gp)
- Pirate First Mate: 200XP (10gp)
- Pirate Bosun: 100XP (16sp)
- Pirate Deck Wizard: 200XP (1 piece chalcedony (50gp), 19cp)
- Bandits (10): 250XP (10gp total)
- Lizardfolk (3): 300XP (9gp total)
- Orog: 450XP (15gp)
- Rot Grubs (2) 200XP
- Milestone XP: (680 per person)
- Total (minus milestone): 2150
- Total per party member (including milestone): 1110
General Treasure
- 100 gp (reward from council)
Ship:
Longship
Gargantuan vehicle (70 ft. by 20 ft.)
Creature Capacity: 40 crew, 100 passengers
Cargo Capacity: 10 tons
Travel Pace: 5 miles per hour (120 miles per day)
STR 20 (+5) DEX 6 (-2) CON 17 (+3) INT 0 WIS 0 CHA 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hull
Armor Class: 15
Hit Points: 300 (damage threshold 15)
Control Helm
Armor Class: 16
Hit Points: 50
Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can’t turn.
Movement Sails
Armor Class: 12
Hit Points: 100; –10 ft. speed per 25 damage taken
Locomotion (water): sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Movement Oars
Armor Class: 12
Hit Points: 100; –5 ft. speed per 25 damage taken
Locomotion (water): oars, speed 20 ft.
Actions
On its turn, the longship can move using its helm. If the longship loses half or more of its crew, it moves at half speed.
Ship Inventory post cleaning and inspection:
- Main Deck (1)
- 25 foot rope ladder
- 25 feet rope (2)
- Small jolly boat
- Galley Stores (4)
- Large Smoked pork
- Ring of white sausages (30)
- 3 sacks of dried beans
- Cask of flour
- Cask of Salt
- Cask of Ale
- 3 jars honey
- 3 jars olive oil
- Ship’s Stores (5)
- Two pieces of rope, 100 feet long
- 3 rolls of sailcloth
- Box containing 500 copper nails
- Cask ¾ full of hard, dry tar
- 2 hammers, 2 wooden mallets, 2 saws, 1 adze
- Ship’s Galley (6)
- Cookware (Frying pans, Saucepans, skillet)
- Cask of water
- Dinnerware (plates, tin mugs)
- Forks, Knives, other smaller cookware (saws, choppers, cooking knives)
- Lizardfolk Quarters (7)
- Very nice silver box (50gp) contains:
- 3 crystals (all orange)
- Gems (50gp)
- 10 electrum ingots (100ep each)
- Silver jug (25gp)
- Very nice silver box (50gp) contains:
- Wizard’s Cabin (8)
- Potion of Greater Healing
- Silver Jug (25gp)
- 50gp
- Spell scroll of gust of wind
- Punketah’s Spellbook:
- Friends
- Mage Hand
- Prestidigitation
- Ray of Frost
- Disguise Self
- Fog Cloud
- Mage Armor
- Witch Bolt
- Gust of Wind
- Melf’s Acid Arrow
- Misty Step
- Captain’s Cabin (9)
- Silver and gold brooch (750gp)
- Various maritime receipts
- Letters of a personal and intimate nature from three different women at three different towns (each of whom are signed with the last name Mrs. Sigurd “Snake Eyes”.
- Letter (written in semiliterate common) requesting further supply of goods “as per previous consignments and at the agreed terms.” It is signed in a pictograph and shows a lizard in front of a green and light-yellow shield. The lizard’s forked tongue is extended
- 2 potions of healing
- Antitoxin
- Seven sea maps of the local area, prepared by professional cartographers
- Crudely drawn map (with an X about 25 miles southwest of Saltmarsh
- 10 electrum ingots (100ep each)
- Crew Quarters (10)
- Eight hammocks
- Pack of well used, greasy playing cards (deck has two ace of spades)
- 2 sets of dice (one loaded and falls on either 5 or 6 about 90% of the time)
- Book, Grog Hovels (list of taverns and inns along the coastline suitable for patronage by a pirate)
- 5 sets of thieves tools
- Cargo Hold (11)
- 50 bolts of silk (stolen) – 50gp each
- 40 casks of brandy (stolen) – 10 gp each
- 40 casks of fine wine (stolen) – 7gp each
- 1 large create of high quality mining tools (stolen) – 200gp
- Bosun’s Cabin (12)
- Flagon of high proof hard cider
- Cuppa the Parrot – Looks to be a military macaw, very friendly
- First Mate’s Cabin (13)
- Books (10gp each) – Principles of Navigation by Da Korma and Legal Distinctions in Letters of Marque by Tazaar
- 500sp
- Secret Room (14)
- Oceanus (NPC)
- Secret Cache (15)
- 10 morningstars
- 10 longswords
- 10 shields
- 20 javelins
- 1 shield (emblazoned with the same crest from the letter)
- 1 ornate dagger+1 (Unidentified)
- Bilge (16)
- 2gp
Jul 26, 19
Aftermath, Session 1:
After a few days, Keledek sends a familiar who delivers his thanks for the business, a warm welcome to Saltmarsh, and the following identification, as well as your items:
Pipe of Remembrance: This pipe will show you, within the smoke, your most heroic deeds and exploits. However, it will also show one image that might not be so flattering…
Alchemical powders: both of these powders are ingredients used to make alchemist’s fire (5gp each)
Crystal Bauble (crystal globe): (5sp). No special properties, although it is nice to look at. You can use it as a counterweight for alchemical purposes and it looks like a part of a set that is pretty common in alchemical shops.
Luckstone – this lets you have advantage on one ability check of your choice. Once used, it can’t be used again until the next dawn. Warning, these can sometimes be cursed. I can’t determine if this one is or not.
Mariner’s Armor (scale mail) (200gp) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is weightless in water.
Inventory List (prices listed are potential prices you might find in a large city shop. You may not get that for it... If unknown, a question mark is used):
Books:
- The Magical Properties of Gemstones by the archmagi Tenser (7gp)
- The Magical Properties of Herbs and Flowers by the archmage Tenser (7gp)
- The Metaphysics of Mathematics by the mage Nystul (7gp)
- Volume I of Erotic Poetry (fully illustrated) (10gp)
- Naval Almanac – listing of tide times for the area) (10gp)
- Treatise concerning the demigod Iuz and its minions (this describes in detail information about the demigod and its minions) (10gp)
- Ye Secret of Ye Philosopher's Stone
- Sanbalet spell book: dancing lights, minor illusion, ray of frost, charm person, color spray, magic missile, silent image, magic mouth, scorching ray
- Skeletal alchemist spell book: dancing lights, comprehend languages, Tenser's floating disk, and shatter
2 cut pieces of blue quartz (10gp each)
Plate Mail (market)
Longsword (market)
Shield (market)
Explorer’s Pack (minus water and rations (market)
Bullseye Lantern
Fancy floor-length oilskin coat, numerous pockets, trimmed in iridescent green silk (5gp)
12 candles
Flint and steel
Ship Communication Instructions
Bag of Holding (market)
6 rib bones dipped in gold (5gp each)
Golden skull (20gp)
Golden Apple (5gp)
Golden Rose (5gp)
Five small discs (used as balance weights) (5gp each)
Chemical apparatus (20gp)
8 bolts of silk (?)
13 casks of brandy (?)
6 Loaded gaming dice in a case (tend to land on 6)
Mariner’s Armor (scale mail) (200gp)
Boat (?)
2 orange crystals (?)
1 blue crystal (?)
1 potion of healing (2 doses)
3 sets of Thieves tools
Pipe of Remembrance
2 Alchemical powders (5gp)
Crystal Bauble (5sp)
Luckstone