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:


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,

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.

Monday, September 1, 2014

Session 01 Summary – 08/11/2014

Participants: Bardu, Dain, Endelthil, Farhuk,Thorin

Characters Met:

Beranas – Sage in Neverwinter
Gundren Rockseeker – Old friend living in Neverwinter who sends the party on their first quest.
Sildar Hallwinter – Friend and traveling companion of Gundren.
Yemic – Self appointed leader of a Goblin cave in which Sildar was recovered. Simple-minded and unstable.
Black Widow” – A name given by Yemic as the one to whom the former leader of their lair reported.

Quests Taken: <Gundren Rockseeker> - Deliver wagon safely to Barton's Provisions in Phandolin. Gundren and Sildar will go on ahead and meet them there.

Events Summary: The party travels towards their objective only to discover that the horses of Gundren and Sildar lay bloodied on the path before them. Goblins ambush the party and are quickly dispatched. No sign of Gundren or Sildar is evident, but the party follows tracks that may have been left by goblins dragging the bodies of Gundren and Sildar.

Thinking the missing pair to likely be alive, the party discovers and fights its way into a goblin lair. After goblins were burned (and thrown), wolves slashed, bugbears decapitated, and Thain bludgeoned nigh unto death, the party reaches the final room of the lair. Here, they find a goblin horde and Sildar reeling on the edge of death. He is being held captive by a goblin named Yemic, who is somewhat thankful to the party for killing his bugbear superior, leaving him as the new leader. In his “generousity”, Yemic offers to release Sildar to the party in exchange for 10 gp. Farhuk offers the simple-mind creature 90 sp – which is eagerly accepted.

The party exits the cave and does its best to revive Sildar. While somewhat disoriented, Sildar reveals that Gundren may have been taken to a place called Cragmaw Castle.

Treasure Acquired:  2 Healing Potions, Jade Statue (40gp)

XP Acquired Per Party Member: 350 XP

Information Learned:

  1. Goblins with sharpened teeth are of the Cragmaw Clan
  2. The blue lion symbol is that of the Lion Shield Coster
  3. Yemic's group answered to one named the “Black Spider”
  4. Gundren may be in a place called Cragmaw Castle


Welcome to the D&D group blog, Into Realms Unknown! Here you'll find summaries for each of our sessions as well as other insightful information.