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Post by Derek Raines on Jan 30, 2019 23:00:07 GMT -5
Dragon Heist: Session 10
Part 1: Get the Amulet to find the Ring that is the Seal that Covers the Stone that is the Thing... Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure will soon venture to the city's namesake. Our session begins with our heroes preparing to seek out the first Seal of Golorr that is hidden somewhere beneath the waves...
After a week of completing their own personal missions, the heroes find themselves back at Trollskull Alley. That evening, a servant of Renaer arrives, delivering a small package. Within is the amulet that belonged to the noble's mother and a simple message;
~I hope this helps you find what you need. Please return it to me when your quest is complete...it is all I have left to remember her by.~ -Renaer
Lord Alicard attunes to the amulet, and soon receives a mental image of Renaer's ring. It is beneath the ocean, somewhere deep within Waterdeep's port, resting on a large pile of treasure. The group begins to formulate a plan on how they are going to get to it...
Part 2: The Apparatus of Kwalish The party is put into contact with an eccentric gnome named Coglystiovin. Cog is an inventor who has an amazing vehicle, a submersible that has combed the fathoms of Waterdeep for years. Cog is fearful to return to the sea however, as a monstrous shark has begun hunting just off the coast. Several ships have been attacked, and the sailors have dubbed this creature "Bloodtide."
The heroes are tasked with slaying Bloodtide and Cog allows them to use the Apparatus of Kwalish to accomplish this dangerous undertaking. After a few final preparations, the group boards the strange vehicle which steps off the dock into the depths below.
Part 3: The Lair of the Great Turtle
The Apparatus slowly sinks to the ocean floor, the interior tight and uncomfortable within. The heroes slowly traverse the sand and stone, the shadows of drifting fish and seaweed restricting their visibility. And then...something strikes! Two powerful blows buckle the Apparatus, causing a rush of water to begin to fill the vehicle. The massive silhouette of Bloodtide stalks them, looking to move in for another savage attack! Out of desperation, the group quaffs their potions and swims out into the unknown.
The heroes follow the direction of the magical amulet and are soon led to the entrance of a vast cave network. Inside, they are attacked by a group of Merrow! The monstrous merfolk attack with coordinated harpoons, attempting to divide and conquer, but they are no match for the heroes. Irontamer and Davrim hold the line while the others strike and support from the rear. Sparrow and Aranel swim forward, scouting the tunnels, and come upon the ruins of a strange tower. After dispatching a second Merrow patrol, the group investigates.
The ruined tower is a prison for surface dwellers, containing a small room with enchanted air, and a single prisoner is inside. Maeve, a dwarven sailor who was captured by the Merrow, explains the plight of her ship. While approaching Waterdeep, the Sarrisa was attacked by a colossal shark! Bloodtide sunk them, devouring much of the crew, and the Merrow dragged the rest to their lair.
Maeve tells the group the legend of Maha Chukwa, the Great Turtle, that sailors believe protect the waters off of Waterdeep. The dwarf even wears a small charm in reverence to this mythical creature. Legend or no, Maka Chukwa seems to be out of the picture as Bloodtide has begun hunting the ships that seek out the solace of the nearby port.
Unable to bring Maeve with them, and running out of time, the heroes scout ahead. They come upon the wreckage of the Sarrisa, presumably brought here by the creatures that sunk her. Sparrow spots a chest on board, overflowing with treasure, and she and Aranel swim closer. And then....that chest becomes a terrible mouth and tries to eat them.
Next Session: "The Vow of Maha Chukwa"
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Post by Derek Raines on Feb 6, 2019 16:02:12 GMT -5
Dragon Heist: Session 11
Part 1: Treasure with Teeth Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure has moved beneath the waves. Our session begins with our heroes preparing to do battle with a very hungry treasure chest...
The mimic leaps forward, shifting its form into a hungry maw, attacking Sparrow and Aranel! As the other heroes rush through the dark water to assist, they are ambushed by a Coral Golem and a trio of tentacled seamantles.
Irontamer turns and trades savage blows with the Golem, single-handedly defeating the construct with his volcanic blade. Lord Alicard and Davrim swiftly slay the seamantles as Sparrow and Aranel defeat the mimic before it can do too much damage.
The party investigates the wreckage of the Sarrisa,and soon discover a second chest (this one does not have teeth). Trapped and locked, the group uncovers several enchanted items within the Captain's footlocker.
They also come upon a hidden passage...
Part 2: Maha Chukwa The path is twisting, claustrophobic, and the party has no idea how long their enchanted water breathing will last. Fortunately, the cave empties out into a vast chamber filled with air and not water. Within is Maha Chukwa, the Great Turtle, residing on a vast treasure. The colossal turtle is blind and appears to be conversing with a stranger in sailors garb.
The sailor remains silent as the party enters and approaches Maha Chukwa. They learn that the Great Turtle has been cursed by one of his followers, Gryndlow, who was gifted a dark staff from none other than Xanathar. This staff has also corrupted the merfolk of the area, twisting them into savage merrow, and summoning packs of hungry sharks...including the monstrous Bloodtide.
Maha Chukwa offers the group Renaer's ring, as well as any item they wish from his treasure, if they will defeat Bloodtide and sunder the dark staff that has cursed the seas off of Waterdeep. Only then can The Great Turtle continue to protect the port and control the monsters that gather. Maha Chukwa fills their lungs with enough air to last the day and they rest in his presence.
The sailor, Calim, calls the heroes over before they depart. He suggests they take what they want, using their numbers to outsmart the blind turtle, and escape without risking their lives against Bloodtide. The group refuses (reclaiming any gifted javelins), informs the turtle of Calim's treachery and makes their way to the final battle.
Part 3: Belly of the Beast
The heroes travel deeper still, led by Davrim and his seahorse mount, and come upon an ancient grove. There they spot Gryndlow, addressing his merrow followers and preparing them for another attack on the surface.
The party rushes forward and are met by several packs of lethal sharks and their merrow handlers! Meanwhile, the priest begins to churn the water with the dark staff, summoning something terrible from the depths. Lord Alicard breaks ranks, swimming forward to break Gryndlow's concentration. It buys the group time to thin the predatory sharks, but it does not keep Bloodtide away.
The colossal shark strikes from the shadows, opening its gargantuan jaws and devouring Alicard in a single bite! Davrim charges forward, losing his faithful seahorse to a merrow, and stands defiant against the beast. Irontamer and Aranel take on the swath of remaining sharks and soldiers while Sparrow snipes from behind a large stone. In fact, the waters ripple with electricity as her new crossbow singes the terrible creature with a bolt of lightning! The paladin tears into the sea tyrant's flesh with smites that would sunder stone.
However, things begin to look grim as Davrim too is devoured! Before Bloodtide can find a third victim, a well placed bolt from Sparrow finally slays the monster. Aranel bravely swims between the jagged rows of teeth and saves the life of Alicard and Davrim who have only moments left to them. Irontamer dispatches the final merrow and moves to join his companions.
Realizing his champion is defeated, Gryndlow mounts one of the few surviving sharks, barely managing to escape the chamber with the staff and his life intact.
Next Session: "The Mountain Calls"
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Post by Derek Raines on Mar 4, 2019 22:11:58 GMT -5
Dragon Heist: Session 12
Part 1: Liberation of the Sea Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is coming to an end. Our session begins with the heroes looking to pursue their enemy ever deeper into the depths...
With the monstrous Bloodtide defeated, and the ranks of the savage Merrow decimated, the group takes a moment to gather their strength. After a swift recovery, the party swims down one of the twisting tunnels in pursuit of the shaman, Gryndlow. While they do not encounter their enemy, it quickly becomes apparent that the corruption plaguing the grotto is being dispelled. The group enters an underwater village to see the cruel Merrow transforming back into Merfolk!
The droves of hungry sharks begin to rush to the exit in primal terror as the vast form of Maha Chukwa joins the gathering. The Great Turtle is no longer blind, the curse shattered, and the guardian of the seas extends his appreciation (and an assortment of treasure) to the heroes. He is curious what fate befell Gryndlow, and when the party explains they did not defeat him, the Great Turtle is clearly confused.
A Merfolk child screams, seeing something floating in the nearby kelp. There they find the body of Gryndlow, a fatal rapier thrust to the throat, but there is no sign of the mysterious dark staff the shaman once wielded.
The party gathers Renaer's Signet Ring, claiming their first seal, and make their way back to the land above. Sparrow declines a share of the treasure and asks the Great Turtle for a simple favor instead. She returns to the surface upon the shell of Maha Chukwa, coasting along the waves of the port, a tale the sailors of Waterdeep will speak of for years to come.
Part 2: Passing of a Season With the Stone of Golorr and a single seal in their possession, the heroes discover they have no further leads. The mysterious Manshoon remains hidden and the tyrannical Xanathur has returned to his lair in Skullport. It is decided that an expedition into Undermountain will take place when Spring dawns, but in the meantime, the heroes look to their own affairs as Winter chills the city.
- Aranel -
Aranel spends the long Winter tending to those who suffer most. When he discovers a group of Auril worshipers have gathered outside the walls of Waterdeep, and are not being allowed inside, he decides to investigate. There is concern that the Aurillian priests will sow sorrow and discord in the city, but Aranel decides to walk the middle path. He brings them provisions, assists them in creating structures and helps them survive the cruel cold their goddess is infamous for.
The Harpers also extend an important mission to him. The Seer, Eldo Un, has killed again and Aranel is tasked with delivering a gift of poisoned wine to the man. Two poisons are provided, one that will steal the Seer's sight and the other that will end his life, but again Aranel chooses his own way. The follower of Ilmater manages to convince Eldo Un to leave the mountaintop and never return. Eldo Un offers a gift of his own, the simple cloak he wears, and with a wry smile the Seer walks into the night.
Aranel begins to dream of things that have not yet come to pass. A particularly vivid dream is of a great scale, with Alanah and Balduar balanced on either side. The prophetic image is an abstract one, but an unfamiliar voice utters a single mantra-
"Should the she-elf walk the halls of Undermountain, the dwarf will live but she will die. If she remains above the Mad Mage's lair, life she will have, but the dwarf will fall into darkness."
Aranel attempts to burn the cloak, but fire will not harm it.
- Davrim -
Davrim continues to hunt the criminal Urstul Floxim, and spends many days searching through the records of the City Watch. There he encounters a warrant to investigate the Alicard family and any potential connection they may have to the uncovered Cult of Asmodeus. The Paladin decides to keep the warrant and look into the matter personally.
A series of clues lead him outside the city walls and deep into the countryside. After several days of pursuit, he comes upon a village in crisis. The villagers have been trapped within a burning barn and the figure of Urstul Floxin can be seen fleeing the scene. The barn is obviously a distraction, but Davrim remains to free the people within instead of taking down the Zhentarim agent. Inside he is surprised to encounter Kanan, the boy he spared a life in prison. Kanan has been keeping tabs on Floxin and is the one who has been sending clues to the Paladin. His life changed by the paladin's wisdom and mercy, he asks if he can serve as Davrim's squire.
Weeks later, Davrim and Kanan make their way to a small ferry landing along the Sword Coast. They have cornered the slippery Floxin and have forced him to flee upon one of the departing vessels. The paladin lifts his crossbow, deciding it is better to slay the man than hope to capture and question him later. With a well placed shot that buries itself in Floxin's chest, Davim watches as the Zhentarim agent plunges into the icy waters below.
Davrim returns from his quest fulfilled, and is honored with the rank of Justicar within the Order of the Gauntlet.
- Irontamer -
Now a member of the prestigious Iron Lords, Irontamer is approached with a noble commission. Lord Arken Sylvar has requested a stunning blade be crafted, a masterwork weapon from a master smith, for the purposes of his political duels. Lord Sylvar has been using a noble's right to duel to eliminate several of his rivals, and there has been a considerable amount of social upheaval due to this. Crafting the blade would bring great glory to the goliath, but in the hands of Lord Sylar, would be an instrument of murder. Irontamer works the forges for days, crafting that masterwork blade, only to melt it down before Lord Sylar's eyes on the day it is to be given over. Lord Sylar swears vengeance, but the dark vow cannot diminish the quality of the blade that was forged.
Weeks later, a member of Irontamer's tribe enters the city and seeks him out. The Chief of Chiefs claims that he is ready for his daughter to be wed, but a rival within the tribe also seeks her hand. In Irontamer's absence, the goliath known as Ogrebane openly mocks him and claims that Irontamer is not fit to wed the Chief's daughter. The Chief of Chiefs has offered to silence these taunts, for it is dishonorable to mock one who cannot defend their title, but if they are permitted to continue then Irontamer will need to defend his namesake. Irontamer declines the Chiefs assistance, and chooses to return the following year to confront Ogrebane and prove his worth. Irontamer now carries the title of "Bloodmarked" until he can confront his rival.
Bloodmarked continues to prove his worth among the Iron Lords, and when a rare seat in the group becomes available, the goliath is tasked with judging who will claim it. Karn Blackcloak, the half orc who was Irontamer's own runner up, is competing against a renown dwarven smith. Both forge fine weapons, but Bloodmarked decides that while the dwarf's warhammer is more ornate, Karn's would be more functional in combat. Karn joins the Iron Lords, and keeping his word, serves as an apprentice to the goliath.
With only a few days remaining before the expedition, the two smiths forge a masterwork suit of armor to protect the goliath from the dangers of Undermountain.
- Sparrow -
Sparrow spends her days moving throughout the city, looking for anything that might sate her curious nature, but the frigid cold of Winter keeps even the wildest spirits near a hearth. On one particularly cold day, while searching through her bag of holding, her fingers brush against the mysterious creature within. This time she manages to withdraw it from the bag to discover a baby Rustmonster has been living within. The creature soon begins moving about the room, devouring any metal it can encounter (including a few of Irontamer's tools), but Sparrow decides to keep the creature and train it proper.
Some time later, a letter arrives addressed to Emmek Frewn. It is from Keera, the woman that came between the wererat and a bartending ghost, and her letter hints of rekindled love. However, Sparrow senses the true motive of the letter. Keera is after jewelry that is hidden somewhere in Trollskull Manor and is hoping the hapless Frewn will bring it to her. Sparrow delivers the letter, but informs Frewn of its true intent. The wererat reveals the location of the jewelry, a magical circlet of charming, and gives it to Sparrow- but he flees in the night, carrying his shame and broken heart with him.
One evening, a beautiful and somewhat familiar woman approaches Sparrow at the bar. It is the Black Viper, unmasked but still not sharing her true name, and with a unique offer. The Black Viper is hoping Sparrow too will don the mask and help her in creating discord among the nobles. The people are inspired by the Black Vipers boldness, but they are left less protected as the City Watch continues to commit more resources into protecting the Noble Ward. Sparrow reluctantly declines the offer, but promises to keep the Black Viper's identity a secret.
With the expedition to Undermountain looming, Sparrow considers if she truly wishes to delve into that deadly dungeon. She gathers ink and parchment and writes a letter to her companions...
nerd2nerd.proboards.com/thread/1277/sparrows-goodbye
- Lord Alicard -
Lord Alicard is contacted by Lord Phylund regarding agents who have come asking questions. They are investigating the Alicard family, specifically the tiefling heir, and Phylund offers to assist his new friend in eliminating these agents. Lord Phylund even suggests killing the investigators and framing Lord Arken Sylvar, but in the end Lord Alicard decides to let the chips fall where they may. He instructs Lord Phylund to answer their questions truthfully.
One night, the Stone of Golorr speaks to him. Always listening, the sentient stone has become aware of the expedition to Undermountain and wishes to be brought deep into the lair of the Mad Mage. In return, it offers to access its font of information and share what it can on the Cult of Asmodeus. Lord Alicard agrees to the terms, allowing the Stone of Golorr to place a Geas enchantment upon him, obligating the noble to bring the stone with him when he delves into Undermountain. The Stone of Golorr keeps its end of the bargain, sending forth the knowledge that has kept Lord Alicard up at night.
The Alicard family is one of the Twelve noble houses that make up the Cult of Asmodeus, and young Alicard is destined to become an avatar of that dark god.
A fortnight later, guards rush into Lord Alicard's chambers with urgent news! His parents have been discovered, trying to make their way to the safety of Amn, but members of the Order of the Gauntlet are in close pursuit. With a magical message, Lord Alicard can warn his parents in hopes of assisting them or he can deceive them and send them directly into the arms of those that hunt them. He decides to warn his parents, despite their allegiance to the Cult, and he later receives word that they made it to Amn without incident.
Lord Alicard makes his final preparations, getting his house in order before the expedition to come. His cloak pocket is burdened by the weight of a stone that is silently devouring his thoughts and memories.
Next Session: The Mage Mage of Undermountain!
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