Party
3 eladrin, 2 haregon, and an aasimar walk in to a bar…
Session 1
Intro blurb:
This adventure begins when Lord Dagult Neverember summons the characters to his modest villa in Neverwinter. Several local guards are present, as are three priests of Oghma—a god of inspiration, invention, and knowledge—from Neverwinter’s House of Knowledge.
When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off the discussion, gives the characters a smile of recognition, and says the following:
“Greetings, my heroic friends! I’m so glad you came. I daresay, terrible events are afoot. Specifically, four prominent citizens have been kidnapped in the past several days. May I count on your help in rescuing them?”
Lord Neverember describes the kidnap victims as follows:
Eldon Keyward is a highly knowledgeable scholar who specializes in the Outer Planes.
Indrina Lamsensettle is a human actor who moves in Neverwinter’s highest social circles.
Sarcelle Malinosh is a human wild-magic sorcerer who plumbs the mysteries of the Outer Planes.
Umberto Noblin is a gnome historian who has written books on various deities
Show up at Neverember's
has a bunch of siginificant priests of Oghma
4 prominent citizens kidnapped
priests asked to track them
willing to give us each a house
Neverdeath graveyard - 2 graveyards, one for the wealthy
show up at the Mausoleum
first room down the stairs
fight 5 wights, that had been just walking in circles
find a hole in the wall that has had some traffic
find a larger room, with several exits
one door is locked - find one of the kidnapped people behind it - Sarcelle
says she was kidnapped by cultists
thinks she was specifically targetted
seems more terrified than the situation warrants
in recent past had seen a brief glimpse of future:
find a room with a trap with a grate
room with bags & crates
find a room with a deep pool and some water elementals
Vecna Lore:
100s of years ago Vecna & Caz were evil friends
Caz is believed to be “alive”
out of the water elemnetal room
fish headed creature in finery looking at clockwork
cross over into a room that bridges the two graveyards
burst in to a mess hall
what's next:
2 doors out of mess hall
1 secret door out of the sleeping room
try to save the other 2 prisoners
verify the 2 we've saved made it to neverember
~~~~~
Meta notes for finalizing character after chapter 1:
might want investigation - though maybe just work with Beth to do a perception → investigation → sleight of hand dance for dealing with possibly trapped doors/areas
think about BA usage - needing to bounce around less than I thought
recheck spell selection - because I feel like it got messed up from what I originally planned
Session 2
go out the north door -
find a secret passage out of the library - leads in to a room with 2 demon apes
winklevoss finds a book worth 200g - “quite good verse”
450g - book describing hand and eye of vecna - well illustrated
2 spell scrolls - greater invisibility, major image
room with giants ape demons
room just beyond that we find Idrina
started down a long hallway
turn back, poke the door with a red X on it
empty cell - find a book of cramped notes on planar stuff
head down the hallway
wizard and abomination - kill the wizard before it gets an action
ritual describes sacrificing victim and their secrets to Vecna
Jeroe - aristrocrat from Neverwinter - everyone thinks he's on a trip to Waterdeep
go in to the ritual room
We instant win the fight, and get pulled through a purple portal
Vecna’s Link. You gain a special intuition for secrets. You have advantage on Wisdom (Insight) checks. In addition, you can use an action to cast See Invisibility without expending a spell slot. Once you cast that spell in this way, you can’t do so again until you finish a long rest. Also grants ability to use secrets.
Wake up in open coffins, with a dark and cloudy sky
“Crevasse of the Dusk” - cracks from Neverwinter to Shadowfell
trade a legend lore for useful info
Crevasse of Dusk - residents of both cities don't like folk to use them indescriminately
Dolander - know much about planar gates, despite being unable to use them due to a curse
hands a sheet of paper with funky markings - want to rub this on the crest - need a rubbing of the crest
return in the tomb in Neverwinter
next session - talk with lord neverember, get paid 9k, and gain 11th level
Session 3
get paid, get given houses
hear about a rampaging red dragon - Rhagaermati
In the middle of fighting the red dragon
meet Tasha, Mordenkainen, Illustrael
Mordenkainen
Portal in to underdark
invisible metal door - 8 symbols -
notice dead bodies to the north, and see 2 red gems
notice folks praying to lloth to the south
Session 4
crystal ball is magical, and has some properties not revealed by identify
staff - acts as an arcane grimoire +1 for wizards
Session 5
Legend Lore on Crystal Ball:
A sphere of night, a chilling sight,
A window to the endless night.
Within its depths, a darkness gleams,
A swirling vortex of twisted dreams.
A lodestone's pull, a mystic force,
Directs the gaze, a twisted course.
The past unfolds, a gruesome scene,
A tapestry of horror, dark and keen.
Forgotten tomes, their secrets sealed,
A forbidden knowledge, darkly revealed.
The present shimmers, a fleeting blight,
A moment captured, a cursed sight.
An ageless sea, a mental shore,
Where thoughts take flight, forevermore.
A cosmic space, a boundless sea,
Tis where you’ll find the next of me.
Cry and let slip the dogs of war,
A savage beast, a hungry roar.
The gates are opened, debts are owed,
A reaper reaps what it sowed.
Inside, Malayuri's spirit endures,
A beacon bright, a hope that cures.
A captain's heart, a hero's might,
Guiding souls through darkest night.
Going to portal to astral plane
Portal to Tan'arath - Githyanki city
Astral plane
Do some orientation in town
thinking on poem
Astral plane - 5 x int score movement
Peppe makes us a boat using Fabricate
1st day of travel - get hit by a psychic storm
2nd day of travel
Get to the dead god's body – has a ship that has broken in to the 3 parts
Investigate Prow
run in Malayuri
has a prosthetic wing - Peppe offers to help
artifact was a power source for her ship
seems less relevant - was in forward hold
security system needs 2 codes - she has 1 half, her first mate the other half
has a fancy shortsword & magic ring on her table
open door to navigation room
gives us her half of the passphrase
first mate is Figaro - Tiefling
will take her over to see her crew after we investigate the Tree segment
loot a spell scroll
Stern castle
arrive in the forecastle, with Deva along
meet Lysan and Zastra - excited to see the Deva
Giff - Ilran - showed up and helping run things
Figaro is acting weird - and has locked himself in the cabin
stuff found:
frost sword - Longsword Frostbrand
frost armor - of cold resistance
lots of loot - casks of wine
spyglass - 1000gp
Session 6
fight a giant worm like creature
find inside it, 3 rods
2 wands, 1 rod part
wand of warmage
wand of fire?
pool of blood - horrible things if you touch it
Get given a gift from allustriel
thing to use in combat
bonus action - to use
Get poem for next location:
A war's grim shadow, a relentless blight,
Scarred the fair land, extinguished its light.
Cities crumbled, monuments defaced,
A battleground ravaged, its beauty erased.
The Five Nations clashed, a bloody refrain,
Leaving the land broken, a soul in pain.
Then came the Mourning, a day of dread,
A gray mist descended, where life lay dead.
A magical holocaust, a chilling embrace,
Transforming all, leaving only a trace.
Amongst the wreckage scavengers dart,
Tis where you’ll find the next rod part.
Mourneland
no divination or teleportation magic
there are huge collossi - giant robots - that are all destroyed
Docent - sentient orbs that attach to warforged - might be able to ignore the block on divination
Cyrian camp
trade 1000gp of art for them going home
local lead evil warforge - “Kill Switch” - Lord of Blades rep
if remove artifact from collosus, it will start a self destruct process
Cailath - will admit to losing purse & items after day of mourning
Session 7
Session 8
fight a bunch of warforged
find a deactivated warforged
find a sleep ghost
find a ghost in a loop - tell him his friends are gone, and he stops respawning
find a pool
have dragonshards in it - probably give the pool funky properties
dip a club in the pool, roll a d6 (5) - weapon starts to hum - high pitched hum
dip a dagger, also hums
Winklevoss dips his instrument and gets arcane meaningless symbols
collect broken dragonshards
stealth past a pair of blazebears using a pass without trace
find a helm on the commander - control helm - has a significant dent
fight a table - stone golem - get maps 2.5k
kill a mimic
get to the climb to the final fight
Session 9
fight 3 at the top
give Landro in the Id to the warforged
get back
Raistlin is visiting with the archmages
he was dead & removed from the world – and it brought him back
Vecna's transformation has brought him back as an evil powerful spellcaster
thinks he traveled through time
Get a picture from the next rod piece
“Death house”
Domain of Dread
go to the domain
a village mob appears, we disperse them
winklevoss is defeated by the villagers
Sarusanda Allestar - member of Ulmist inquisition, who fight evil
Need to get the artifact quickly before priests or strahd get it and use it
kids told to play outside
fight our way up to the attic, killing the 8 priests
as we walk out vampire woman comes out and mass-suggests us
Session 10
Big vampire fight
vampires from several genres
laura raith (L), drusilla, several others I don't recognize
kill all the vampires except laura; spyder modify memory's laura to get her to think we are part of the vampire troop
L charms Spyder, who lets her know the artifact is in the basement
we take the vampire leader (L) with us an descend in to the basement
weave our ways through the crypts, to find a room with lots of chanting cultists and a demon, and a sacrificed nursemaid (with a ceramic spike)
kill all the cultists, Carmine pulls the ceramic spike
we drop the demon
Vorunix puts L in a forcecage
Session 11
have to go through a series of black portals
Vorunix talks to Laura, tells her everything, and she says she was forced here by someone to try to get the artifact pieces
Gandalf & Sarumon were summoned by Kaz to work in Kaz's library. Goal was finding stories & make real.
Kaz has the real mordenkainen trapped in Kaz's library.
Kaz wants to reassemble the artifact and free the Demon Miska. Miska sometimes advises Kaz. Plan to together overpower Vecna, and take over the ritual.
Kaz has an artifact piece that can cast Simalcrum, and has another artifact that lets them layer a simalcrum over a person.
Library in Abyss where Kaz is, and his ability to summon creatures.
Location of 5th piece:
Krynn, Krynn, Krynn
Tis there that I'm in.
Come to the Peyton tree,
the best to find me!!!
Portal to krynn, under a fruit tree. Massive tree on another hill is dying.
Riffle, kender werewolf, says they are part of the blue fire wardens. Had been fighting Lord Soth. Want us to go fight a Borthak.
Sending from Raistlin:
I seek an alliance to protect Krynn from Vecna. I can turn Death Knight Lord Soth with your help. Escort Lady Ghilanna to Moon Vault.
Session 12
Some sort of time minor rewind & character shift (to 5e.24)
I seek an alliance to protect Krynn from Vecna. I can turn Death Knight Lord Soth with your help. Escort Lady Ghilanna to Moon Vault.
Session 13
fight 2 radiant guardian statues
find a statue, with an inscription
3 items:
longsword +3
longbow ???
breastplate of the rose
move forward, and a wraith sounds a horn, and we fight a horde of various small undead
find the transformed leader - Valendar
huge silver orb in basement
some sort of scrying thing, possibly
touch it, see lord soth
touch it again, a different death knight appears
loot vaults:
1st vault:
3rd vault:
4th vault:
Valendar's belongings
scroll of stoneskin
armor, etc
steps up - find steps to White Tower
1 door that is not open
1 fight against a beholder zombie
Spell running:
Session 14
find a shrine to white moon - with a guardian Naga - Casivius
Teramini - archmage corrupting the vault
in order to disrupt, must disrupt the protection
Teramini has arranged for the moons to protect
3 towers crystals have been activated to produce a shield
to disrupt need deep knowledge of arcana of moons positions
tells passphrase to the white arcane locked door, which we already picked
get a second white moon mirror from the Naga with its blessing, but would like us to return it if possible
go part way up the white tower, realize we'll have to fight some guards, so decide to do the red tower first
go up get the numbers from the orery
go to the black tower
we set up to disrupt the ritual, with us spread out in the 3 towers
3 elementals, each representing one of the moons, with an archmage on a platform of moonlight
fight started, got down to Carmine's initiative and she banished one of the elementals – disrupting the ritual
everyone not flying fell
a huge moon dragon ridden by a death knight appeared in the sky
spider steps out of the platform, see half the people 100ft below, prone, a moon dragon ridden by a death knight, and one elemental gone and is like: WTF!?!
Spell running:
Effects running:
Innate Sorcery (Advantage on attacks, +1 spell save DC, can use multiple metamagics)
Dragon Wings (Fly 60, 1 hour)
Ideas for actions next time:
Session 15
go to Greyhawk
notice the lead archaelogist has a partially dead hand
take us back to our camp
explains why they are there
many of the folk on the island are cursed
disturbed something they shouldn't disturb
here because some divinations said they should come here to remove the curse
know where the entrance of the tomb
Complex built by outsiders
Looking for a collection of items stolen by the evil skeletal mage some time ago, and are in the dungeon:
Ebony wand decorated with bones and feathers
Ring of golden stars
Sacred scimitar dedicated to serpent spirits
Set of copper tablets engraved with incantations
Crystal orb used in rituals
Blue silk sash used in ceremonies
Talo & Vogren - their priest & healers
advice
reciprocity - don't take something without leaving something in return
respect - money, food, crafted items, act of kinds gain spirit's favor
they can help heal
Marian - human woman studying spellbook
really likes magical traps
will do ritual to fix the curse if we get the items
more interested in the magical traps than removing the curse
very interested in Acerrak
Session 16
“A septet of libations I present to you,
But only one will help you escape this tomb.
Six drinks are magic; one is mundane.
Those marked with stars are vitality’s bane.
Blue is neither blessing nor curse.
Moon cleanses you of illness or worse.
Green’s neighbor is never boring —
Drink deep; pass through the flooring.”
gaseous form in to the room below
short hallway to a room full of fog
by pass some traps
get to a room with statues - fight a bit until Tungsten talks to them
find the way to the library - and reunite with Pep
find a room with castings for simalcurum
go back to the entrance, to explore other areas
there is a tree, doing meditation, and vines that hate it, and some invisible willowisp
winklevoss
willowisp whispers:
“the master of this tomb longs to be free, would you if you were he?”
“the next challenge is crushing, move fast”
finds the wand
find a room past some constructs
found everything except one thing - go to the final room
and see skeletal figure on a throne…
items in vault
blue scarf
ring of elemental command
tome of stilled tongue - talks to vecna
rod of pact keeper +3
rod piece - mirage arcana