Wednesday, September 7, 2016

Mountain Hostel

We continue our investigation of the chalet, and discover that having cultist robes are very handy indeed. Leobin acts like he owns the place, and is practically escorted to the lady of the house, a Talis.

The room where we meet Talis is appointed with large tapestries depicting various dragons, including the queen mother, Tiamat. Talis and her lieutenants are there, and though we attempt to parley, they won't listen to any reason and so we strike. Altrune shows remarkable resilience for one of such small stature, as he brushes off blow after blow from their swords.

In the end, we manage to subdue Talis, and get her talking. Some points to remember:

  • No love lost between Talis and Rezmir
  • Rezmir probably went to castle anchored (?) at Parnast, to meet with other wormspeakers.
  • All the treasure is there 
  • WormSpeakers:
    • Severin the Red
    • Galvan the Blue
    • Neronvain the Green
    • Rezmir the Black
    • Varran the White
  • Passphrase to enter the castle at Parnast: 
    • Tiamat: Our Mother in Strength (along with the claw symbol)
    • Hail Blagothaus! (the cloud giant)
  • anchored? Yes! Floating castle of the cloud giants
Oh, and I found a toy I thoroughly enjoy. An Ioun stone that I got from Talis! It is truly remarkable, as it circles my head continuously, and guides me away from some harm. 

In the basement, we find some prisoners, who claim to have been there for months. Of course we set them free.

We rest and research.

Off to Parnast

At the Golden Tankard, I pretend to be a normal traveler, but get ratted out by the collaborator-bartender. Excitement ensues outside, and we eventually overcome the 'captain' and his guards who came at the request of the barkeep. The captain is still alive after the battle, so we really must ask some questions... 

Oh, and our activities had attracted the attention of a snooper! Leobin was quick on the draw, and "held" that individual before he could scurry off. 

Wednesday, August 31, 2016

Through the Portal

After a quick rest, we continue our exploration in the subterranean passages of the swamp castle.

One interesting beast we did encounter was a strange jelly-like blob that emerged from the damp darkness. Its merest touch seemed caustic to Vlad's weapon! I decided to again test out my new dagger when attacking, instead of risking my own hands and feet. We defeated it relatively easily. I wonder where these creatures come from?

The tunnels are filled with a mist, as it is very damp. We find some frog-people, who we more-or-less ignore. No sense in stirring up more trouble! We do see a room dedicated to three seemingly odd religions - Ghaundur (god of slimes), Shar (godess of shadows) and Ramenos (ancient "enemy" in slumber).

Eventually, we find a magic "portal"! Unfortunately, Leobin informs us that these are usually keyed with a magic activation phrase, which we don't have. Since Rezmir probably had it, and because we didn't actually finish exploring the castle, we decide to return and scour Rezmir's residence for clues.

Back at the castle, Vlad decides to do some re-decorating, namely placing the statues in a new location - 3 storeys down - by way of the window. I'll never understand that 1/2-orc's sense of style. Actually, I'll never understand that 1/2-orc at all. But, he does fight well!

We do find some paperwork, such as reports from Boringray to Rezmor, detailing fortifications and tribute to black dragon in swamp, by the name of Voaraghamanthar. Sounds interesting to know a dragon's name, no? Oh, we also discover the passphrase is DRAEZIR.

We rest, heal, restock from the kitchens, and return to the portal.



At the other side is a lodge, in a mountain valley. The chimneys are in use, but the building and area seem overgrown. One out-building is a barn, and when we investigate the 2nd out-building, we disturb a 4-armed troll with a small (ambush drake) dragon! Aberard is literally torn to pieces before my very eyes, in one single ghastly attack! After the battle, I stabilize him, but it takes him a while to recover.

Leobin, to everyone's surprise, has taken a liking to a white wolf cloak with mithril clasp. In truth, he looks... Well, 'nough said.

Inside the main building, it seems strangely deserted. Vlad finds some wonderful full-plate armour. But then he get it scratched up when we meet up with an animated suit of plate armour! Will his suit suddenly animate with him in it?

Wednesday, June 15, 2016

Hey, How'd He Get So Far Away?

In the excitement of all the action, I neglected to take note of the events as they occurred. Thus, I am writing this hours (well, months) after the fact, and so some details may be sparse (or outright wrong). Leosin, please do not be cross!

We escape our predicament by inciting a "disagreement" within the ranks, offering us a handy distraction. Leobin tossed one of the mysterious jars we had collected, causing even more chaos, however he got javalin-ed for his troubles. Aberard "commands" the bullywog leader to leave, and I believe they did, and the rest take their squabble outside (thankfully).

We emerge, avoid a drake, and close the portcullis. After a short rest we continue our search for Rezmir. At the top of the observatory, we get gargoyled! I get a chance to try out that new dagger I found, and I think it is special, as it almost seems to draw my hand to the target!

We find a device reminiscent of a telescope, which I am told is a "Farseer or Ulus". When Leobin peered through the lenses of the device, he was able to see Rezmir, outside, on a mountain road, accompanied by a Red Wizard! What was truly odd was that it was apparently later in the day than it was where we were. I am told that means they are quite a far distance away! Rezmir was made aware of our prying, and quickly blocked our sight.

Wednesday, May 18, 2016

Kicking the Hornet's Nest

I am writing this in the sparse moments before we are overrun by enemy forces. If I am not heard from again, you must surmise that I did not survive, and these will be my final words.

We approached Castle Naerytar and formulated a rather simple plan - create a distraction outside while we walked straight through the front gates, wearing cultist cloaks.

Everything went very well, if I do say. We greeted the front guards, walked into the main courtyard, found some bullywug barracs (they were disinclined to acquiesce to our request to relocate to the exterior), and some lizardfolk, all who seemed rather harmless. But then we met someone who started asking too many questions, and we eventually agreed to go see their leader, together...

Well, we were joined by a squad of lizardfolk, a squad of bullywugs, two 'corporals', and were led towards their respective 'sergeants'. That's when our squad decided to spring our surprise... when we were surrounded! The fight was fierce, and I and all my companions fought well, defeating many enemies. The fight was nearly finished, but once again I was struck down, and I am told it was a terrible blow. I even started convulsing unexpectedly as my body quickly succumbed to its injuries. But I was magically stabilized by Sir Aberard, and my last remaining Potion of Healing gave me a ounces of strength.

But now that our combat was complete with a couple squads, sergeants, and corporals, it seems that we had kicked a hornet's nest - for outside the door was Rezmir and what appeared to be the remaining forces, ready to storm into the section of the castle we had barricaded ourselves into!

Do we flee, or do we run? I will let you know which we chose, assuming I survive...

Wednesday, May 11, 2016

Halfling Surprise

Travel out of Carnath is slow and tedious. We lead our horses through the marshy and swampy area, with only the barest of trails to follow.

We come upon a troll and a bound halfling. We dispatch the troll and free the halfling. We can't very well let him travel the Mere by himself, so he travels with us for now. His name is Altrune Bramblethorn Esq.!

We travel further until we reach an abandoned camp, and we decide to take advantage of the site for ourselves. But in the night we are beset upon by lizard folk approaching by boat (or are those barges?). It was during the ensuing combat that I discovered the hazards of testing splash weapons next to a companion...

After yet another rest, we set out for the keep using the boats. We find the keep and paddle around to the side, only to narrowly avoid being ambushed by a sentry post. We quickly dispatch them, land our boats, and make ready for storming the keep.


Wednesday, April 27, 2016

Waterdeep to the Mere of Dead Men

GleamSilver, a gnome who joined the caravan along with the Red Wizard, foiled an attempt on Sir Aberard's life - with chicken bones no less! Why is he helping us? He seems to know a bit about us, and is interested in the contents of the wagons...



We do not get much time to investigate Waterdeep, as we simply travel straight through to the North side. Leobin, Vlad, Sir Aberard and I keep our ears open, and discover that Naeritar is in the Mere of Dead Men. It was abandoned, but built by a 1/2-elf wizard. There are reports of a 1/2-black dragon with ~20 people who passed through Waterdeep about 10 days ago.

We travel now with the High Road Charter Co, to bring goods to Neverember, Lord of Neverwinter, ostensibly to help with the re-building process they are undertaking. I had heard some rumours of great destruction at the hands of some volcano, and that they were re-building. In my humble opinion, I would have recommended that they simply abandon the site, but it matters not to me.

We reach what I would call a "construction warehouse" at Carnath, run by a 1/2-orc named Bog Luck. The cultists unload their wagon into the warehouse's secure storage area. There are cultists mingling with the common folk, and we stick around long enough to get into trouble. To make a long story short, it appears Bog is in on the gig, and we discover the goods have already been "stolen" and transported on, probably to Naeritar!

We follow the trail out of Carnath...

Wednesday, March 30, 2016

Baldur's Gate to Waterdeep

My journal has sat idle these past few weeks, and so I am forced to recount our journey from memory...

After about a week at Baldur's Gate, our contact, Ackyn, informs us that the cultists have been sighted. We get ourselves hired on by Achreny, transporting fur to Waterdeep, to blend into the mass caravan that is heading North with the black-robed cultists.

Suffice it to say, the journey was long, and surprisingly dangerous. Yes, we encountered orcs and ogres (the largest attack Achreny has seen!), and spiders and ettercaps, but the most surprising was the multiple attempts at Sir Aberard's life - poison attempts!

At Daggerford, the complement of our caravan changes, and it appears a tattooed individual joins - perhaps a Red Wizard of Thay!?

As we camp, I would estimate we are 80% of the way to Waterdeep.

Saturday, March 26, 2016

Reflections

It's been a hectic few weeks. We all headed towards Beregost for different reasons, and while we thought there would be conflict at some point, none of us were prepared for the scale of what transpired. Defending the village of Greenest, infiltrating an army camp, and saving Leosin, my fellow monastic brother, and finally to slaying Cyanwrath, one of the half dragons Sir Aberard previously dueled during the raid on Greenest who was working with Frulam Mondath.

A chill comes over me anytime I think of Mondath because I can’t help but think of the fight that almost sent us all to the higher planes, that pitched battle that almost ended our lives. Vladimir who feared no physical threat learned to be wary of insidious magic that can leach his will to fight. For the first time, I, Aeoth, monk of the Order of the Setting Sun, found that martial prowess wasn’t sufficient to quell the evil alone. Doubt had clouded Sir Aberard's faith that he wouldn’t be able to support his comrades-in-arms to defeat this evil. Fortunately for our party, that doubt only lasted for the briefest of moments before he summoned up the powers of Torm to heal the party and to bolster Vladimir’s willpower - enough to break his paralysis and take on Mondath. Unfortunately, the influence of Tiamat was also in the room, and despite my, Vladimir, and Sir Aberard's heroic efforts, it was not quite enough.

The final heroics came from the most unlikely of places. Leobin, who typically comes off as a mischievous go-lucky individual, saved the day! In the final moments, with me (Aoth) and Vladimir already defeated, Leobin witnessed Sir Aberard deliver a vicious blow to Mondath which was quickly countered by her halberd, crumpling Leobin’s brother to the floor. Fear and pain quickly filled Leobin’s mind as he thought of his other brother. Leobin’s resolve was sorely tested but he passed, and bravely lunged dagger-first at Mondath, piercing her heart! It was this moment where we all went from traveling companions to true adventuring party that can count on each other.

Searching Mondath’s room we discover a map that indicated that the supplies and loot raided in this region is being brought to a place called “Naerytar” along the main trade road near the Mere of Dead Men, about 200 miles north of Waterdeep. We take the map and head to the City of Elturel to meet Leosin and Ontharr Frume from the Order of the Gauntlet. Our journey is made swifter with the gift of horses from Leosin and Ontharr in Greenest.



After the consultations with Leosin and Ontharr in Elturel, we are given an opportunity to join Ontharr’s order or the Harpers as Leosin will sponsor you. I, Aeoth, joined the Harpers, but Sir Aberard already has an order and so could not accept. Leobin and Vladimir are not sure and will think about it. We agree to track the shipment and travel to Baldur’s Gate looking for it. We believe that we are, for once, ahead of the cult, and wait patiently waiting for them to arrive in the city. The break gives you all a well-earned rest.