Thursday, December 11, 2014

Creatures Encountered List



The valiant adventurers completed their first quest... with mixed results, mind you, but complete it they did! In retrospect, let's take a look back on a comprehensive list of all of the beasts and foes the heroes faces in their fearsome quest:

Ash Zombie
Bugbear
Cultist
Doppelganger
Drow
Evil Mage
Flameskull
Ghoul
Giant Spider
Goblin
Grick
Hobgoblin 
Nothic
Ochre Jelly
Ogre
Orc
Owlbear
Redbrand Ruffian
Skeleton
Spectator
Stirge
Wolf
Wraith
Young Green Dragon (well, they were really, really close to one without seeing it)
Zombie

That's quite a list! We'll update it as the party continues their adventures!

Wednesday, December 3, 2014

Session 12 Summary – 11/26/2014

Events Summary: Well, Mullyn had a near death experience. But, thanks to the heroism of Nulara, he yet lives. The party stumbled their way around the rear of Wave Echo Cave where they encountered many zombies and a flaming skull guardian - the latter being responsible for Mullyn's walk along the edge of the afterlife. Oh, yes, how could I forget . . . this very flaming skull guardian cannot be permanently defeated by any means to which the party has access! Thankfully, through an unusual alliance with some trapped bugbears, the party managed to incapacitate the flaming spook. 

With the bugbears on their way back to report to their master, the Black Spider, the party must decide how to best face their greatest foe . . .

Friday, November 28, 2014

Session 11 Summary – 11/14/2014

Events Summary: Our relentless party has fought their way through the meandering Wave Echo Cave. They have felled ghouls, large ooze creatures, and many of the especially fearsome and deadly stirges! Now, they have reached what they believe to be the room that houses their long-sought nemesis, the Black Spider. A sense of apprehension is in the air. This could be a victory sung down through the ages . . . or . . . the birth of tragedy.

Wednesday, November 5, 2014

Session 09 Summary – 10/24/2014


Events Summary: Before they venture out again, the party helps the people of Phandolin rebuild for a bit. They then seek a banshee named Agatha, near Old Owlwell, who they hope will disclose the location of Wave Echo Cave. Upon locating Agatha, our adventurers eloquently appeal to her pride and are rewarded with the information they had hoped to acquire. 

Being in close proximity to Old Owlwell, the group decides to explore the area more thoroughly. They find a tower, zombies, and a necromancer, Hamun Cost, who appears to be a Red Wizard of Thay. He tells the party that he has been harassed by local hobgoblins, and would be willing to offer a reward in exchange for their elimination. 

The party then journeys North where they locate a hobgoblin cave. They do indeed find many a hobgoblin to kill, but also a large ogre! Thankfully, the ogre proved to be no match for our heroes. With the hobgoblin threat dealt with, they must decide if they should return to the Red Wizard or press on toward the much anticipated Wave Echo Cave.

Thursday, October 23, 2014

Session 08 Summary – 10/17/2014


Events Summary: Mullyn and Dain reunite with the others back at Cragmaw Castle after a long flight to avoid their pursuers. Once they arrive, the party gathers their strength and wits to fight the creature behind the large barred door. The owlbear that was housed inside the room is easily defeated, and the party continues their search of the castle for any trace of evidence that might indicate the direction in which Gundren had been taken. After a few fruitless encounters and no further leads, the party decides to return to Phandolin. After refreshing and restocking in town, their hope is to explore the old Cragmaw Hideout where they first encountered the goblin, Yemic; the hope being that they may find a much needed map disclosing the location of Wave Echo Cave, where they believe Gundren to now be held prisoner. Should they not find a map, they plan to pursue the Banshee Queen, Agatha, appealing to her vanity and offering her a jeweled comb in exchange for the location of Wave Echo Cave.

However, when the party does reach Phandolin, they find the entirety of the town engulfed in flames and under siege by dozens of goblins. Frantically, our brave adventurers make quick work of the fiends and quench the fires - albeit with a little help from a mysterious squad of local town defenders who disappeared as quickly as they had arrived. 

Who has survived this tragic raid, and what dark purpose lies behind the fiery assault? Only time will tell . . .

Wednesday, October 15, 2014

Session 07 Summary – 10/08/2014 - *UPDATE*





Participants: Bardu (Guest Appearance), Endelthil, Nulara, Thorin


Characters Met:

Vyerith– Stealthy Drow in the service of the Black Spider who has taken Gundren from Cragmaw Castle to an unknown location.


New and Unfinished Quests:

<Hollia> - (1) Find and kill Glasstaff. Find any correspondence in his possession [Partially Complete].
(2 - Endelthil Only) Search Thundertree for Dragon Cult activity and information, as well as any signs of a dragon.

<Sister Graele> - Get spellbook from the Banshee Queen, Agatha. It is recommended that the party appeal to her vanity by presenting her with a jeweled silver comb.

<Sildar> - Find Gundren Rockseeker

<Elmar Barthen> - Find the Rockseeker brothers and the entrance to Wave Echo Cave.

<Lenine> - (1) Investigate the Redbrand gang at the Sleeping Giant Tavern
(2) Recover Lion Shield Coster rations from the goblin hideout in which Sildar was found.

<Quelline Alderleaf> - Find the Druid, Reidoth in Thundertree [Complete].

<Murna Dendrar> - Acquire the emerald Necklace from the Herb and Alchemy Shop in Thundertree. It is the party's reward for rescuing her [Complete].

<Daran Edermath> - Explore Old Owlwell to the NE. Daran indicates that there is a Watchtower there. The party is to protect any miners there from any undead or orcs that may be wandering about.


Events Summary:  Having made their way into Cragmaw Castle the party unexpectedly splits. Why? Well, you see, the party found themselves in the castle kitchen with two goblins sleeping in boiling soup (thanks to Mullyn), many strewn about the floor dead, and two running out of the room in fear to gather reinforcements. Granted, the wise course of action would be for our five heroes to gather themselves in a united front for the impending reinforcements. But, unfortunately, this did not happen. For reasons unknown, Dain and Mullyn decide it best to quickly head to the rear entrance of the castle to guard against any stragglers. Good idea? As we shall see, it was not.

We now find only three of our heroes, Endelthil, Nulara, and Thorin as potential defenders against the inevitable swarm of reinforcements. But the regrettable events do not end there. No they do not. For further reasons unknown, whilst Nulara and Endelthil create a makeshift barrier of tables to block the doorway,Thorin decides to attempt to revive one of the boiling goblins in order to interrogate him. Maybe our dwarven friend was thinking the little green critter would alert us to the fact that reinforcements were coming? Some mysteries will die with their originator – as was the case with poor Thorin, for he did die; surrounded by a swarm of hobgoblins and goblins that had suddenly charged through the makeshift baracade. In his last moments, he looked up in confusion from his efforts to revive and question the half-boiled goblin, to see a horde of evil descend upon him – and then he was no more.

Surely, things could not get any worse for our dwindling party? Oh, but things did get worse. Enraged, by the death of their fallen comrade, Nulara and Endelthil unleash a flurry of arrows and punches at nearly a dozen oncoming goblin-kind. Unfortunately, only moments into the battle – Nulara falls, and only Endelthil alone remains. Now, even the ever-confident Endelthil knew he could not last in a battle versus nine enemies. Blocked in a corner, he killed only the needed adversaries to make his escape possible. He bolted out of the castle kitchen and into the hallway pursued by at least three assailants. Thorin was gone, Nulara was gone, and now - only moments later – Endelthil, too – was gone. TPK.

Oh, I suppose I should have mentioned that when I said Endelthil was “gone”, I only meant that he went invisible as he drank his sole invisibility potion. Wouldn't you if you had a group of goblins pursuing you and you were on the precipice of death? What? TPK? No, not “total party kill”, it means “that's pretty keen.” Keen of Endelthil to slip away from the visible world, that is. Now that we have all that business cleared up let's move forward with the story.

So much happened after this, so we will move quickly. Endelthil fought off and killed the enemies in pursuit as he fled from the castle into the surrounding woods. He looked around for Dain and Mullyn, but found only signs that they had been chased away by a mob of goblins. Alone in the woods without hope and without ally, all seemed lost to Endelthil. But all was not lost, for who came strolling by in his clanking armor on his own personal errand to check out Cragmaw Castle? None other than our favorite cleric, Bardu! What fortune! Surely, the had of providence was indeed with our elven friend!

Endelthil quickly signals Bardu and brings him up to speed. The duo heal up, leave the woods and infiltrate the castle once again in an attempt to locate the bodies of their fallen comrades – and possibly find Gundren. Once inside they find their friends Thorin and Nulara only unconscious, but guarded by enemy hobgoblins. The hobgoblins had spared the fallen heroes for interrogation purposes! But, their captors would not be afforded the same luxury. For, with all the vengeance the two could muster, Bardu and Endelthil obliterate the two guards and revive their senseless comrades. Finally, things were looking up. Well, for the time being at least. Okay, actually things started to spiral downwards from here.

As the four of them ventured further into the castle, they opened a door only to greeted by the following sight: Iarno, the missing wizard, standing beside a large bugbear who is holding a knife to an unconscious Gundren's throat. Oh, and beside the bugbear is his pet wolf. And did I mention that at that very moment Thorin was stabbed from behind by a stealthy Drow named Vyerith.

Well, the details of this wonderful little encounter are a bit hazy, as all who participated in it, do not like to discuss the horrific and shameful events that took place that day. Suffice it to say that “negotiations” to acquire Gundren did not go as intended. Thorin fell in battle (well, actually he fell before he could swing his axe) as did Nulara. And poor Endelthil missed the only shot that mattered – a shot at the bugbear's head. Overwhelmed, the elf surrendered all the party's money, his bow, and his pride in exchange for the lives of the now unconscious Thorin and Nulara.

The four heroes, broken and battered, walk away from the castle knowing that Gundren will be taken away by Vyerith to the Black Spider who dwells in an inscrutable location. They had failed their friend. All they could do was silently retreat to the woods and spend a night in somber silence to recoup.

As soon as they could, with their wounds healed, but their spirits still low, our little band of failed rescuers drudged back into the castle only to find Iarno, Vyerith, and their poor Gundren missing. The only one to be found was the poor bugbear – or what was left of him – as he lie on the ground bloodied and lifeless. Evidently, the wizard and the Drow chose to have their own “negotiations” with the bugbear who had attempted to sell Gundren to them. Vyerith had simply taken Gundren from the greedy little bugbear by force. Poor bugbear.

With no leads to the whereabouts of Gundren, the party explores the rest of the castle. They find (and kill) a giant octopus creature, a golden elf statuette that can be used as an augur, Sildar's old armor, and a barred-room that houses an enormous beast. Should the party enter the beastly room? The golden elf statue of augury tells of both weal and woe should they enter. With the party having such luck lately, why not give it a shot? Well, we shall see what happens. Let us hope that our heroes have learned from their mistakes!



Notable Items Acquired:  3 Morningstars, 4 Longswords, 2 Greatswords, Fine Quarterstaff, Golden Sun Elf Statue (enchanted with augery spell), Chalice (150 gp), Ceremonial Knife (60 gp), Censor (120 gp), Neverwinter Sword, Chain Mail, Crossbow

XP Acquired Per Party Member: 337 XP



Information Learned:
  1. Vyerith, the Drow in service of the Black Spider has taken Gundren to an unknown location. That is, if she did not kill Gundren . . .
  1. Iarno, the Wizard, is again at large.
  1. Thorin refuses to use Shield of Faith :-)
  2.  Endelthil negotiates almost as well as Han Solo did in the Death Star control room. “Uh, we had a slight weapons malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?”



Wednesday, October 1, 2014

Session 05 Summary – 09/19/2014


Participants: Bardu, Dain, Endelthil, Mullyn


Characters Met:

Favrik – Mysterious - and scary - member of the Dragon Cult whom the party encountered holed up in a small building within the town of Thundertree.

Reidoth – A white-bearded Druid who seems to have information concerning Wave Echo Cave and Cragmaw Castle. He resides in a small reinforced building in Thundertree. He has asked the party to rid Thundertree of the Green Dragon that rests in the nearby tower.


New and Unfinished Quests:

<Hollia> - (1) Find and kill Glasstaff. Find any correspondence in his possession [Partially Complete].
(2 - Endelthil Only) Search Thundertree for Dragon Cult activity and information, as well as any signs of a dragon.

<Sister Graele> - Get spellbook from the Banshee Queen, Agatha. It is recommended that the party appeal to her vanity by presenting her with a jeweled silver comb.

<Sildar> - Find Gundren Rockseeker

<Elmar Barthen> - Find the Rockseeker brothers and the entrance to Wave Echo Cave.

<Lenine> - (1) Investigate the Redbrand gang at the Sleeping Giant Tavern
(2) Recover Lion Shield Coster rations from the goblin hideout in which Sildar was found.

<Quelline Alderleaf> - Find the Druid, Reidoth in Thundertree [Complete].

<Murna Dendrar> - Acquire the emerald Necklace from the Herb and Alchemy Shop in Thundertree. It is the party's reward for rescuing her [Complete].

<Daran Edermath> - Explore Old Owlwell to the NE. Daran indicates that there is a Watchtower there. The party is to protect any miners there from any undead or orcs that may be wandering about.


Events Summary:  What an interesting adventure our band of heroes had this time! A mysterious cult, a green dragon, and a profoundly enchanted – or perhaps deeply cursed - party member! But we get ahead of ourselves. I suppose we should start back in Neverwinter. You see, the party found its way back to Neverwinter simply to resupply and recoup before pursing leads in Thundertree. They could not have foreseen what lie ahead of them.

Their first hours there were uneventful. Bardu sought the town temple, Mullyn reported to the sage who had been working on translating his cryptic symbols, Dain found luxurious housing to rest for the night, and Endelthil purchased some new gear. Where was Thorin you ask? Well, no on can say for sure as he went missing for some days, but it is suspected that he sought out the cantankerous lady-dwarf Grista back in Phandalin – we all saw the twinkle in his eye!

Anyway, the intrigue began when Mullyn decided to cast a detect magic spell on a silver longsword that the party had acquired on their previous adventure. Oh yes, the sword was indeed enchanted and useful for Dain in battle, but this was not an unexpected discovery. What startled Mullyn (and quite deeply at that) was the realization that his comrade, Endelthil, was also enchanted – deeply and profoundly so! Was it a domination spell? Necromancy? Surely it was not a Wish spell!? Whatever permeated the elf's being was indeed powerful magic. Poor Mullyn – in shock and a bit of terror – found the nearest intoxicating beverage and promptly drank himself to sleep.

Endelthil, meanwhile, retreated to his own room in Neverwinter's inn to ponder this new discovery about himself. What was he? Who or what did this to him? But, before much consideration could be given to this, he noticed a note on the floor of his room – marked by a gold coin of the Zhentarim! Following the note's instruction, the elf took a midnight stroll to a specified location, only to be startled by a shadowy member of the Zhentarim. The mysterious rogue directed Endelthil to find what he could of an enigmatic Dragon Cult and any trace of dragon activity when he arrived in Thundertree. What? What is this cult? What was our elven friend supposed to do if he encountered any of this? Before these questions could be asked, the stealthy informant vanished as quickly as he had appeared. With so much to take in, Endelthil returned to his room to meditate until morning.

Finally, morning came, and the party set out for Thundertree. The first day of their journey remained decidedly uneventful. Although, I must say, Mullyn did seem a bit jittery and, with a cautious eye, kept his distance from Endelthil. The night quickly arrived and they set up camp as was their custom, and took shifts to keep watch. On Bardu's shift, he noticed a faint moaning and woke his comrades. Even with a magically lighted arrow fired by Endelthil into the darkness, the source of the sound remained undiscovered. Though wary, they remained safe into morning and then continued towards Thundertree.

And so our heroes reached Thundertree, greeting by wooden signs posting warnings of plant monsters and zombies. Peculiar, but not altogether unexpected. Reidoth was supposed to be here in this town. But where? The party searched many empty buildings in the eerily silent town only to be greeted by the Ash Zombie's inside – which were quite easily dispatched. What? What are Ash Zombies, you say? Well, I suppose Mullyn and Dain would know this best, for they were the ones infected by them. You see, these creatures emit a nasty black ash that, when inhaled, causes the victim to exhibit zombie-like symptoms. Gray skin, twitching, vomiting – nasty business! Yes, thankfully Mullyn and Dain were healed of this affliction by Raidoth, be we will get to that.

First, however, our little party encountered an occupied, but well-locked, dwelling. Curious that someone would choose to hole up in a zombie-infested place like this, isn't it? Well that is what the party thought, too; and it was only after much coercion and some persuading by Bardu that one of the occupants finally relented and opened the door. And who was behind that door? None other than members of the Dragon Cult! Favrik, the leader, stated they do not wish to harm anyone. They only wish to speak with the Green Dragon in Thundertee's nearby tower. Generously – or perhaps deviously – the Cult offered to help the party address the dragon. However, the party kindly refused, gently insisting that they must first find their friend, Reidoth.

What was the party to do? There was a Green Dragon in a tower only meters away! Was the Dragon Cult to be trusted or killed? For that matter, what was the nature of the dragon? Endelthil seemed to think that a riddle he received many nights ago during his meditation spoke of this green dragon – but he could not make sense of it. At a loss, he suggested that Bardu used his Scroll of Augury to see what might happen if they addressed the dragon alone – but the Cleric foresaw only their woe. Frustrated, they searched the remainder of the area finding the green emerald mentioned by Murna. A small joy amidst a dire situation.

This joy, of course, was soon cut short as Mullyn and Dain began manifesting signs of having been infected by the Ash Zombies - gray skin, bulging eyes. I told you it was nasty business! Bardu did what he could, but his magic only seemed to stabilize their current condition. They were running out of options. However, there was one building left to explore. With anticipation the party knocked on its door. A white-beard man greeted them kindly and introduced himself as Reidoth. Finally! They had found the one they were looking for!

Reidoth welcomed them in, and the party shared with him their need to find their friend, Gundren, in Cragmaw Castle. The Druid handed Dain and Mullyn some (barely) edible healing substance to cure them of the zombie sickness. Then, he calmly explained that he had information about both Cragmaw Castle and Wave Echo Cave. He generously provided the needed directions to Cragmaw Castle; but before he would point them to Wave Echo Cave, he would ask that the party get rid of, or preferably kill, the nearby dragon.

So many questions lingered. How should they confront the dragon? Should they include the Dragon Cult in their effort? Should they even bother with the dragon now? Who could be trusted? What meaning was to be found in Endelthil's riddle - if any? They were too tired to make a well-informed decision, and gladly accepted the offer to spend a restful night in Reidoth's abode. For tomorrow, they knew, may not be so restful.  


Notable Items Acquired:  Emerald Necklace (200 gp)


XP Acquired Per Party Member: 138 XP


Information Learned:
  1. Reidoth has information about the location of both Wave Echo Cave and Cragmaw Castle.
  1. The Dragon Cult, which worships undead dragons, wants to speak with the green dragon in Thundertree Tower.
  1. The ash dispelled by Ash Zombies will make the one who comes in contact with it digress into a zombie-like state. Reidoth has a cure for this. The party should stock up on this.
  1. Hollia is away investigating some of the nearby miners. She should return in a few days.
  2. Endelthil is a freak!




Wednesday, September 17, 2014

Session 04 Summary – 09/12/2014


Participants: Bardu, Endelthil, Thorin


Characters Met:

Quelline Alderleaf – A kind and hospitable halfling lady who lives on a farm at the edge of Phandalin. She is very generous towards the party, but not well informed. She has a portly young son named Carp, who eagerly awaits the day when Endelthil will shoot an apple off his head. Poor Carp.

Daran Edermath – A eccentric old man who lives in a house on the orchards of Phandalin. He claims to have been quite the adventurer in his heyday. In fact, he has suggested there may be adventure to be had by the party in Old Owlwell to the Northeast.

Murna Dendrar – Thell's wife. Rescued by the party from the Redbrand prison. She has spoken of an emerald necklace in Thundertree that is free for the party to take as their reward for rescuing her.

Reideth– A mysterious Druid that is rumored to be in Thundertree, which lies to the North and West of Phandalin and along the river that runs East of Neverwinter.



New and Unfinished Quests:

<Hollia> - Find and kill Glasstaff. Find any correspondence in his possession [Partially Complete].

<Sister Graele> - Get spellbook from the Banshee Queen, Agatha. It is recommended that the party appeal to her vanity by presenting her with a jeweled silver comb.

<Sildar> - Find Gundren Rockseeker

<Elmar Barthen> - Find the Rockseeker brothers and the entrance to Wave Echo Cave.

<Lenine> - (1) Investigate the Redbrand gang at the Sleeping Giant Tavern
                  (2) Recover Lion Shield Coster rations from the goblin hideout in which Sildar was found.

<Quelline Alderleaf> - Find the Druid, Reideth in Thundertree.

<Murna Dendrar> - Acquire the emerald Necklace from the Herb and Alchemy Shop in Thundertree. It is the party's reward for rescuing her.

<Daran Edermath> - Explore Old Owlwell to the NE. Daran indicates that there is a Watchtower there. The party is to protect any miners there from any undead or orcs that may be wandering about.



Events Summary: The party awakens to greet a beautiful morning, having spent a restful night in the home of the hospitable halfling, Quelline Alderleaf. During their breakfast, the halfling tells the party of a Druid in Thundertree, but seems to know little else. After discussing the best course of action, the party thinks it best that Dain and Mullyn gather more information from the townsfolk, while Bardu, Endelthil, and Thorin return to the Redbrand hideout to find any sign or Thell Dendrar's family.

The trio combs the hideout for anything that they may have missed during their former venture, finding some goods to sell, some “invisibility potions”, and an intriguing dwarven journal detailing relics and quests of ages past. Along their search, Endelthil makes a stop above the chasm to investigate. Although he sees nothing, he hears a voice call to him in his mind – taunting him with hints of his past. No one else hears it, and the group determines it best to continue their search for Thell's family.

Finally, in the last unexplored room of the hideout, they locate Thell's family, trapped behind iron bars. Thorin attempts to bash the door down with a mighty charge, but to no avail. Endelthil then tries to pick the lock, but with no success. The key is nowhere to be found, and it seems as if the party may need to return to town for assistance in freeing the Dendrar family.

Endelthil decides he will leave for help, while the other two remain. However, before he leaves, he decides to imbibe one of the newfound “invisibility” potions previously identified by Bardu. Unfortunately, the instant he drinks it, the contents begin to tear at his insides. Apparently it was acid – ouch. Thankfully, after a bit of healing, the elf recovers and the party uses some of the remaining acid to melt the lock and free Murna Dendrar and her children.

The three escort the family back to Phandalin; but before returning to her home, Murna informs them that there is an emerald necklace to be had at the alchemy shop in Thundertree as their reward – should they be able to recover it. Murna is thanked for the information and the adventurers quickly report to Sildar that the Dendrar's are now safely home. Sildar thanks them, but unexpectedly takes Thorin aside in a private conversation for a considerable time. Hmmm. After the conversation, Thorin, Bardu and Endelthil hear from Dain and Mullyn about an old man at the orchard who may have more information.

At the suggestion of their friends, the three converse with the old man, Daran Edermath, and learn that some adventuring may be had in Old Owlwell, to the Northeast. Though the information is intriguing, the old self-acclaimed adventurer seems a bit forgetful and uncertain of things.

After some rest and quick discussion, the three think it wise to deal first with whatever lies at the bottom of the chasm underneath the Redbrand hideout - before venturing too far from the town. Should the beast that lies there attack Phandalin while they were away, they would not be able to bear the guilt.

Confidently, the three stride to the chasm. This time, however, Endelthil hears nothing reaching out to his mind. In fact, it is only Bardu that can hear the voice this time. The party feels an evil presence assault them from the depths, and they promptly decide to pursue whatever lies beneath. Thorin and Bardu descend in to the chasm while Endelthil readies a shot from above. After, minutes of searching and evil energy assailing them, Thorin finds the wicked creature behind a rock. A vicious fight ensues in a flurry of steel and magical energy. However, the conflict is ended quickly as an arrow from Endelthil's bow travels through the creature's single eye and through the back of its head.

Relieved, the valiant heroes search the lair, finding some loot and a distinctive silver longsword. Curious, Endelthil searches the foul place for any sign of the unfortunate Redbrand Lieutenant, Frank. Surprisingly, there is no sign of him - or his remains. Perhaps he is still alive? Exhausted, the three return to Phandalin triumphant and find a comfortable night's rest in the home of Quelline.

A new morning beckons them yet again. But, before joining up with Dain and Mullyn, they choose to investigate the Sleeping Giant Inn to ensure that all of the Redbrands have been successfully dealt with. The bartender, Grista, displeased at her present lack of business, informs the party that she has no information to offer them. After failed attempts at bribing the dwarven bartender, the party leaves the inn. Endethil then suggests that, at some point, they ought to sneak in to ensure that Grista is not witholding anything from them. But, the question for the present time is what lead to pursue next.

Notable Items Acquired: “Invisibility” Potion (aka Acid) x9, Alchemical Supplies, Dwarven Journal of Irman, Shortsword x4, Studded Leather Armor x4, Malachite Gems x5 (25 gp each), Healing Potion x2, Scroll of Augery, Talon (Silver Longsword), 120 gp, 180sp

XP Acquired Per Party Member: 183 XP


Information Learned:
  1. A Druid named Reideth, in Thundertree, may be the party's next link to finding Gundren. Thundertree is said to be infested by zombies.
  2. The Dwarven Journal of Irman, found in the Redbrand's hideout, speaks of a renowned magical mace named Lightbringer, which is said to be lost in Wave Echo Cave.
  3. The silver longsword found in the lair of the nothic is named Talon; this is the legendary sword of Aldith Tresendar, the Black Hawk. It deserves a closer look.
  4. Hollia is away investigating some of the nearby miners. She should return in a few days.


Friday, September 12, 2014

Endelthil's Backstory

Day 1, Year Unknown, First Journal Entry

I have just experienced the most disturbing development of my life. Or, at least I can only assume that it is, as I cannot remember anything prior to the uncanny events of this past night – save for my own name. My first memory is regaining consciousness in this particular wooded area only some short hours ago. The chilling raindrops which struck my face, and the thunder echoing across the night sky roused me from my senseless state. Soaked and confused, I remember struggling to my feet and shaking my head to regain any recollection of my past – but nothing came.

And here I sit, on the verge of dawn, with only the faintest of clues as to my past life, and absolutely no hint of why I find myself here. My past is all but lost, and my future is yet unknown to me. But I will not dwell on this presently, as only frustration will follow.

Fortunately, the belongings that I - by all appearances - had carried with me are proving useful. My bow and a full quiver of arrows are at my disposal. To my satisfaction I find myself able to strike my mark with precision and ease – a small happiness amidst my distress. Beyond this, in my backpack, I found some basic supplies, rations, woodcarving tools, and other necessities. However, the most interesting item I found within it's confines was a folded letter addressed to me:

Endelthil,

My dearest friend, no words can describe my thanks for what you have done. You left your comfort all those years ago to come to our common village. You taught us, trained us, protected us, and befriended us. We are forever in your debt for all that you have bestowed upon our community. You are a hero among the common and the downtrodden.
Now, we know that you must go. Take these woodcarving tools we made for you so that you may never forget us. Fashion your arrows as you fashion you your destiny. I have no doubt that this destiny that beckons you in your dreams and floods your hours of meditation will become the most acute reality for you. I wish you well, my brother.

Peace and Hope,
Wendell


So many questions. What common village? Who is Wendell? What destiny calls to me in my hours of meditation? Meditation. Rest. That is what I need. I will write later.


Day 1, Year Unknown, Second Journal Entry

An exciting turn of events! During my hours of meditation, a mysterious riddle was revealed to me:

The Forgotten quivers
Avaricious ascendant

deny home’s hearth
for brumal desolation,
dare measure
a raven heart,
swallow celadon wind
that abducts breath,
hold steel resolve
against an azure tempest,
forge fortune and
oppose greed’s blushing furnace

Dread sovereign
The Realms travail



The words came so clearly, yet its meaning remains largely unknown to me. Despite this, I am confident that I must pursue this destiny, and that I have a significant role to play it its unfolding. I venture out this morning – into realms unknown!

Wednesday, September 10, 2014

Session 03 Summary – 09/05/2014


Participants: Bardu, Dain, Endelthil, Mullyn, Thorin


Characters Met:

Sister Graele – A beat-up looking woman found by Thorin at the Luck Shrine in Phandalin.

Hollia Thornton – The mysterious executrix of the Miner's Exchange in Phandalin. Wants Glasstaff, leader of the Redbrands, dead. She has also indicated that the Redbrands may be receiving help from the goblins.

Frank – A lieutenant of the Redbrands that was “befriended” by Endelthil. Poor Frank.

Glasstaff – Leader of the Redbrands, and possibly the same person known as Iarno Albrec.



New and Unfinished Quests:

<Hollia> - Find and kill Glasstaff. Find any correspondence in his possession.

<Sister Graele> - Get spellbook from the Banshee Queen, Agatha. It is recommended that the party appeal to her vanity by presenting her with a jeweled silver comb.

<Sildar> - Find Gundren Rockseeker

<Elmar Barthen> - Find the Rockseeker brothers and the entrance to Wave Echo Cave.

<Lenine> - (1) Investigate the Redbrand gang at the Sleeping Giant Tavern
                  (2) Recover Lion Shield Coster rations from the goblin hideout in which Sildar was found.

<Frank> Deal with the generous money-giver near the farms in Phandalin. [Completed – Poor Bardu]



Events Summary: The party splits up across Phandalin to prepare for their next venture. Dain goes shopping for javelins, Mullyn prepares his spells, Thorin finds a new quest at the Luck Shrine, Bardu shares his wealth, and Endelthil . . . well, I guess this is where the series of peculiar events begins.

You see, in an effort to gain training in stealth and precision, as well as to gain inside information on the Redbrands, the overly confident - okay, brash - Endelthil decides to “join” the Redbrands. Unfortunately, the first quest he must complete to prove himself to the gang's Lieutenant, Frank, is to deal with (a.k.a. kill) a generous money-giver nearby. 

Outnumbered four to one, Endelthil accepts the task in hopes of improvising a plan along the way. Upon arriving at his destination, however, the elf recognizes the money-giver as none other than his companion Bardu! Endelthil approaches Bardu in mock assault while signaling to his friend that “it's all part of the plan”. Unfortunately, Bardu does not catch on and he becomes surrounded by the gang. Before a counter attack could be incited, Bardu is left unconcious at the hands of the Redbrands.

Although hesitant to leave Bardu barely stable, and naked, Endelthil decides to continue to the Redbrand hideout and learn more information. He is lead inside, and is personally introduced to their leader, Glasstaff, who welcomes him to the fold. From there, Frank (Endelthil's new “brother in arms”), takes the ranger into the drinking hall were they proceed to, well, drink.

Meanwhile, the rest of the party finds a confused Bardu, who expresses his unfortunate assault. He conveys that he does not believe that Endelthil is a defector to the Redbrands, yet he has some reservations. Hoping to solve two problems at once, they decide to infiltrate the Manor on the hill, as they believe it to be the Redbrands' hideout – and the location of their suspicious friend. 

After fighting their way through, and now disguised as Redbrands themselves, the party encounters what appear to be nine drunken Redbrands congregating around a bridge duel over a vast chasm. However, upon a closer look, they recognize that one of the two men brawling at the center of the bridge is none other than Endelthil!

A flash of recognition shimmers in Endelthil's eyes, too. But what is he to do? Ah, yes! Now, perhaps it was chance or maybe it was indeed fate, but recognizing that he and the eight Redbrands were decidedly inebriated, he stealthily signals to his friends to take them out. What a serendipitous advantage they have in what would normally be a very dangerous fight! Without much ado, the party takes out the disoriented Redbrands, pushing them over the bridge into the chasm.

With Frank, the Redbrand's Lieutenant, bound on the bridge and terrifying screams coming from below the bridge – undoubtedly caused by the one-eyed monster rumored to dwell there – the party quickly gathers as much information as possible from the relieved, yet disoriented, Endelthil. The elf promptly tells the party that he has found Glasstaff, the leader of the Redbrands. He also apologizes profusely to Bardu, and attempts to explain that his actions were for the greater good. Dain and Thorin look especially displeased. But, deciding to settle any doubts about Endelthil's allegiance at a later time, the crew, still disguised, heads towards Glasstaff's personal quarters.

They find the door to his room closed, and Endelthil casually opens it hoping to distract the wizard with a mock report long enough to allow his friends to take the enemy leader by surprise. However, the wizard is missing! All is not lost though; the group finds a letter addressed to Glasstaff from the Black Spider. Upon reading it, they are shocked to learn that the missing wizard, Iarno, for whom they had been searching, is indeed the nefarious Redbrand, Glasstaff!

With this new bit of information, the party races back to the bridge in order to return to town and report their findings. But wait! As they are exiting across the bridge, Dain flings the unconscious Frank over the bridge in disgust. We must not forget that! Poor Frank!

The five adventurers arrive safely back in Phandalin, make their report to Hollia, and claim their reward. At Bardu's suggestion, the exhausted party decides to sleep the night at the farms – away from the town center – just in case any angry Redbrands should come looking for them. Full of questions, but too tired to sort them out before morning, they embrace much needed slumber.


Notable Items Acquired: Potion of Healing, Invisibility Potion, Letter to Glasstaff, 5 Carnelian Gems, 2 Peridot Gems, 1 Pearl

XP Acquired Per Party Member: 310 XP


Information Learned:
  1. Glasstaff, the leader of the Redbrands, may actually be the missing wizard, Iarno. A letter from the black Spider was found in his personal chambers to this effect.
  2. Frank is not a first-class rogue trainer.

Thursday, September 4, 2014

Session 02 Summary – 08/29/2014


Participants: Bardu, Dain, Endelthil, Mullyn, Thorin


Characters Met:

Elmar Barthon – Owner of Barthen's Provisions in Phandalin. Made the party aware that Gundren has two brothers who have found a secret entrance to Wave Echo Cave, the site of the Phandelver's Pact and a place of magical powers that can forge spells.

Iarno Albrec – A missing wizard who has established some kind of Order in Phandalin. His purpose and nature remain unknown. He is known by the Townmaster of Phandalin, Harbin Wester.

Harbin Wester – Townmaster of Phandalin who seems concerned that the wizard, Iarno, is missing. Other than this, little is known of his background. He sent the party on a quest to deal with a local orc problem near Wyvern Tor. Sildar has taken up residence in the Townmaster's Hall.

Linene – Seller of Goods at the Lion Shield Coster in Phandalin. Alerted the party to be on the lookout for missing supplies from her store. Seems afraid of a local gang called the Redbrands.

Thel Dendrar – Local woodcarver who was reportedly murdered by the Redbrands. His family is also missing.


Quests Taken:

<Sildar> - Find Gundren Rockseeker

<Elmar Barthen> - Find the Rockseeker brothers and the entrance to Wave Echo Cave.

<Lenine> - (1) Investigate the Redbrand gang at the Sleeping Giant Tavern
                  (2) Recover Lion Shield Coster rations from the goblin hideout in which Sildar was found.

<Harbin Wester> (1) Deal with local Orc problem [completed]
                            (2) Find, Iarno, the missing Wizard.


Events Summary: The party safely arrives in Phandalin with Sildar, who has made an excellent recovery thanks to Bardu. Although glad to safely deliver the provisions to Barthen, the party finds more questions than answers in the newly discovered town. Orcs and Redbrands are causing the town considerable trouble, a woodcarver has been murdered, a mysterious wizard is missing, and Gundren's brothers have apparently discovered a secret entrance to the Wave Echo Caverns.

Deciding that dealing with the orc threat in Wyvern Tor is the most clear-cut path, the party decides to put their skill to the test and dispatch of the troublesome lot. So, in the morning, the party sets out sans Thorin, who had been overcome by a bout of food poisoning the previous night (apparently the food at the Stonehill Inn leaves much to be desired).

As the party journeys to their destination, they easily dispatch of goblins and bat-like creatures known as stirge. Finally, after the now recovered Thorin has rejoined the party, the orc hideout becomes visible in the distance at the bottom of a crag. The party attempts a stealthy approach from above, which would have been successful if not for Mullyn accidentally setting loose his confounded owl trinket. Thankfully, the lone orc guard that is alerted to the enemy presence is quickly dispatched by Endelthil's arrows before it can make contact with its comrades inside the cave.

However, the breath of relief is only momentary as six orcs and a giant ogre billow from the cave entrance. The majority of the party rushes down the incline to the to engage in melee combat while Mullyn and Endelthil attack at range. Despite Thorin taking a tumble down the hill, the enemy ogre is assailed with violent combined force and is dealt a death blow by Dain. The remaining orcs are then eliminated without incident, and the orc leader's flamboyant gem-touched eypatch is promptly looted.

All has gone well for the party, and they make their journey back to Phandalin to collect their reward. Only a small group of goblins and a ragtag band of orcs attempt to oppose the heroes. But they are no match for the firebolts, piercing arrows, and sharpened axes wielded by our distinguished champions.

They arrive safely in Phandalin and collect their reward from the Townmaster. However, the party must now decide which course of action should be sought. They must choose wisely, or risk walking a path that may lead to their doom . . .

Treasure Acquired: 3 vials of a fragrant substance, an orc eye patch decorated with gems, coinage (already distributed)

XP Acquired Per Party Member: 450 XP


Information Learned:
  1. Gundren has two brothers who have found a secret entrance to Wave Echo Cave, the site of the Phandelver's Pact and a place of magical powers that can forge spells.
  2. A missing wizard named Iarno has established some kind of Order in Phandalin. His purpose and nature remain unknown.
  3. Thel Dendrar, a local woodcarver, was reportedly murdered by the Redbrands. His family is also missing.
  4. A local gang called the Redbrands is causing the town of Phadnalin considerable trouble.
  5. Lion Shield Coster rations have been reported missing.