|
Post by Derek Raines on Mar 12, 2019 19:59:46 GMT -5
Mad Mage of Undermountain: Session 1
Part 1: The Yawning Portal Welcome to Undermountain, the deadliest dungeon in history, where a perilous tale of adventure is about to unfold. Our story begins with a gathering of heroes and a memorable night at the Yawning Portal Inn and Tavern...
Our heroes, friends who have shared drinks here before, have arrived for a special occasion. They have recently received permission from the Open Lord of the city to delve the legendary halls of Undermountain. They seek their companion, Balduar, as well as a Seal to the infamous Stone of Golorr. As is tradition, the patrons of the Yawning Portal shower the brave dungeon delvers with gifts, prayers and free drinks! Alanah, the organizer of the expedition, will not be joining the party due to dark omens conveyed to her by Aranel of Ilmater. However, her elven allies have recently arrived in Waterdeep and plan to aid in the quest. Ashryn M'laryenthyliar Silverscale (eat your heart out Irontamer!) and her bodyguard, Maylan "Graycloak" Melrinian, come prepared to find Balduar and seek out a few lost artifacts in the process.
Before the heroes make their descent into Undermountain, several familiar faces offer information, insights and a few personal requests. Volo is hoping the group can archive any rare monsters they encounter and he promises to reward them for each new entry. Renaer Neverember wishes them good luck, and suggests he keep the Stone of Golorr within the Lord's Tower. Alicard refuses this request, confessing of the bond and Geas that has been placed upon him.
Lastly, the Yawning Portal is graced by an unlikely guest. Lady Silverhand arrives, and after taking them through an enchanted door, gifts the gathering with a bit of wisdom, an exceptional feast and a very important coin. Silverhand explains that the ancient Elven civilization, that makes up the foundation of Waterdeep, was the victim of an unspeakable cataclysm. It is unclear if the threat was external or of their own making, but what is certain is the "Weave" was damaged in the process. This "knot" in the Weave causes all manner of unpredictable wild magic, and prolonged proximity to Undermountain creates terrible madness in those that walk its halls. This is the fate of Halastar Blackcloak, the Mad Mage of Undermountain, and many others as well...
Lady Silverhand also explains that Undermount experienced further dire changes during the Spell Plague. What was once a linear series of dungeon levels has now become a chaotic shuffle of realms that exist outside of time and space. She attunes a gold coin, an arcane anchor of sorts, that will allow them to return to their own reality. Without the coin they might become truly lost.
The party gathers their items, bids farewell to the cheering crowd, and finally makes their way into Undermountain. Part 2: Entering the Mountain A hideous troll, massive and hunched in the shadows, is the first thing that greets them. The troll is a corpse, the same creature they slew months ago, but the creature writhing within is very much alive! A Carrion Crawler bursts forth, but is swiftly felled. Fanfare from the onlookers above help to lift their spirits. The entry room is small and covered with sand. The group discovers a magical cloak that billows heroically when worn. A series of old shields, bolted to the walls, are covered in graffiti. Lord Alicard discovers a shield with his family crest and cleans it before the group moves on. The second room is guarded by the hulking forms of demons, but closer inspection reveals them to be statues only. A kenku skeleton is neatly arranged in the center of the room, its outstretched wing gesturing to the south, and the party investigates. There they find their first secret entrance...Part 3: Blackrazor The stone wall pivots, a cleverly concealed entrance to a small hallway. On the other side is a large chamber filled with fetid water, but the dank room is illuminated by an emerald green glow. The heroes investigate, several of them trudging through the dark water, only to be ambushed by a pair of oozes! The gelatinous predators threaten to engulf and devour the group, but after a fierce battle the strange creatures are defeated.
The party discovers a great sword, glowing an emerald hue, plunged into the chest of a Sahuagin statue. A skeletal hand lays huddled at the foot of the statue, but before it can be properly investigated, Bloodmarked withdraws the impressive blade from the stone. The blade twinkles in the gloom, a constellation of light against void black steel.
The heroes decide to take a short rest, which is nearly interrupted by a curious Bugbear that flees when it sees them. Meanwhile, the goliath attunes with the strange blade, and is surprised to hear it speak...
~I am Blackrazor, the harvester of souls, and together we will cull the weak and build an Empire of glory upon their ashes.~ Next Session: The Undertakers
|
|
|
Post by Derek Raines on Mar 25, 2019 20:37:51 GMT -5
Mad Mage of Undermountain: Session 2
Part 1: Bugbear Necessities Welcome to Undermountain, the deadliest dungeon in history, where a perilous tale of adventure is starting to unfold. Our story begins with our heroes pressing further into the depths of Undermountain...
After resting, the group gathers their gear and makes their way back into the room of ominous statues. Fortunately the stone devils remain motionless atop their plinths. Bloodmarked has attuned with the strange greatsword he found in the secret chamber and refuses to put it down. This point cannot be explored further, however, as a band of bugbears ambushes the group as soon as the door to the next room is opened!
The chamber is supported by a forest of pillars, and several Bugbear archers use them for cover as their armored brethren rush into melee with club and mace. The heroes crash into battle, their own archer and arcane casters trading volleys with the enemy, but it is the mysterious greatsword that seems to turn the tide. The sinister weapon not only slays several of the monstrous foe, but also seems to drain their very soul in the process! The group finishes off the bugbears, but leaves one alive to question.
Sir Davrim is concerned, and encourages the heroes to inquire about the strange shift in their friend's demeanor. The eyes of Bloodmarked are now completely dark, and the goliath declares his new title to be Blackrazor. Before the nature of the sword can be investigated further, the prisoner begins to stir. Before it can flee, the creature is promptly charmed by Lord Alicard.
The bugbear explains that he and his companions were trapped in this level of the dungeon when the "Magic Gate" to the lower levels stopped working. To make matters worse, a group of vampires have a lair to the north and the "King with Two Heads" has claimed the territory to the south. The bugbears were trapped in this small section of Undermountain and attacked out of necessity. With the enchantment starting to wear off, and concerns of leaving an enemy at their backs, Greycloak slays the prisoner with a series of swift arrows. The group then heads towards the north.
Part 2: Too Legit to Grick After looting the bugbear lair, Lord Alicard decides to take the lead and begins moving down the hallway. The tiefling noble steps on a hidden pressure plate in the floor and just barely manages to avoid being crushed by a huge stone from above! After the nearly fatal encounter, the heroes decide to stay together and take things a little slower.
In a side corridor, the party discovers a secret passage leading back to the Yawning Portal exit. They also discover a valuable diamond, some coins and a broken warhorn within the murky water of an old fountain.
Opposite that hallway, the group comes upon an alcove that ends abruptly. It is scattered with various items, and as the party investigates, they are set upon by Gricks that spring from the walls! Thanks to the feast supplied to them by Lady Silverhand, the Grick's poison has no effect, but their beaks and barbed tentacles still inflict considerable damage. The heroes defeat the creatures swiftly and tend to their wounds. Within the Grick lair, a brilliant helmet of elven make shimmers from the pile of dusty debris. Sir Davrim's eyes glow a pure white when he dons it.
The party decides to rest, and although that rest is not truly interrupted, they do hear pounding footsteps and the grinding of stone coming from the south. When they investigate some time later, there is no evidence of what could have caused the cacophony. Part 3: Untrue Blood The heroes approach the corridor leading to the north and take note of the strange mist that gathers in the chamber before them. Assuming this must be the vampire lair, the group discovers a hidden side passage and decides to flank around. The passage is filled with hundreds if not thousands of bleached skulls, stacked so deeply that the party must wade noisily through them.
Several of the heroes make their way down this skull path and enter a large room. They are immediately confronted by a group of vampires who demand a tribute of gold and magical items for safe passage. An additional trio of vampires sneak around to corner the remaining party members. While the vampire leader continues to make demands, Sir Davrim and Ashryn use their powers to try and discern just what they've encountered. The Paladin uses a burst of holy light from his Iron Gauntlet that reveals the vampires are NOT vampires after all. Ashryn takes a less subtle approach as she begins to prepare an arcane lightning bolt to hurl at the unfortunate faux-undead. Next Session: The Drow's Heart
|
|
|
Post by Derek Raines on Apr 2, 2019 21:42:58 GMT -5
Mad Mage of Undermountain: Session 3
Part 1: Decoffinated Welcome to Undermountain, the deadliest dungeon in history, where a perilous tale of adventure is starting to unfold. Our story begins with our heroes face to face with...Vampires?
Combat erupts as the heroes launch a full scale attack against the gathered vampires! The onslaught of holy light, crackling electricity, keen arrows, cunning words and one terrifying greatsword quickly reveals that the enemy is not only wearing disguises, but is completely outclassed. Dopplegangers attempt to change their appearance in hopes of discouraging the party's ferocity, but they are slain in the Hall of Skulls. Meanwhile, Blackrazor feasts on the essence of several thugs while their current boss, Marl, frantically escapes. The survivors gather in a side chamber and prepare swift defenses.
One thug, an ex Zhentarim named Sharra, surrenders and tells all she knows. Sharra claims that she and the others have been trapped here since the portal went down, and took on the guises of vampires in hopes of intimidating the bugbears to the south. There is an exit to the north that leads to Waterdeep's docks, but deadly monsters have recently claimed the area. Their leader, Della Norn, mysteriously vanished to the north and sends back periodic messages and supplies, but the woman's missives seem chaotic and confusing.
Unfortunately, efforts to resolve the issue with the remaining thugs fail, and the two groups decide to go their separate ways. The room is left relatively unsearched and there is most likely more information to be uncovered had the two sides come to an accord.
Part 2: Stand by Your Manticore The heroes leave the thugs behind and make their way north. The thick fog that has been creeping along the ground completely fills the hallway here, causing the group to move slowly and with greater caution. They hear muffled cries for help, and after entering the large cavern, discover a curious talking shield within an old coffin.
Before they can ask a question, however, a trio of snarling Manticores prowls forward from the corners. The creatures quickly take flight, raining down cruel barbs from their spiked tails! The battle is an exchange of deadly ranged attacks and lethal spells (as well as a flying Paladin and a couple of javelins from a despondent goliath), but the heroes manage to slay the cunning creatures.
The party learns that the talking shield is named Mythos. The unfortunate pavise claims to have once served a hero belonging to an adventuring company called the Daggerford Fellows. Since then he has been used as a serving tray or simply left in a corner to be forgotten. Mythos is very eager to be wielded again by a worthy champion and talks at great lengths about it.
With their spells and abilities depleted, and weariness setting in, the group decides to make camp and rest for the night. Part 3: Change of Heart While the night is generally uneventful, one strange occurrence does take place. A hovering, drifting eye floats towards the group from a northern chamber and simply stares at them as they rest. Lord Alicard attempts to dispel the spectral orb, but the globe continues to watch them a few moments more before returning in the direction it came from.
Blackrazor, unsated by the current harvest, begins to slowly feast upon the goliath's spirit. Sir Davrim's concern for his friend grows each time he sees the felblade in action.
In the morning, the group decides to investigate the east corridor. Greycloak discovers a spear trap, and he and Blackrazor solve the puzzle to disarm it. On the other side of the wall the heroes enter a chamber full of grim curiosities. A female drow in deathly repose hovers in a shimmering aura of light above them. In the center of the room is a small box upon a pedestal. The box is gilded in elven script and boasts a complicated lock, but Greycloak and Lord Alicard manage to open the container. It reads-
~Here Lies the Heart of the Drow. Apprentice, Traitor, Friend.~
Laid out on a bed of rose petals is a heart, preserved and unmoving within the box. The item radiates powerful magic, but before it can be investigated further, Ashryn looks upon it with curiosity and compassion. She removes the heart from the box and turns towards the mysterious drow.
A bright light gathers in the chamber and a twisting nexus of crimson energy bursts from Ashryn's chest, funneling into the container in her grasp. When the light fades, the elven sorceress tumbles dead to the ground, her own heart now trapped within the box.
The drow blinks, her life restored, as she turns her astonished gaze to the group gathered before her.
Next Session: It's Good to be the King
|
|
|
Post by Derek Raines on Apr 10, 2019 22:22:29 GMT -5
Mad Mage of Undermountain: Session 4
Part 1: Drow to Get Away With Murder Welcome to Undermountain, the deadliest dungeon in history, where a perilous tale of adventure is starting to unfold. Our story begins with the heart of Ashryn trapped in a cursed box, and a mysterious dark elf who has been restored to life in her place.
A bright light gathers in the chamber and a twisting nexus of crimson energy bursts from Ashryn's chest, funneling into the container in her grasp. When the light fades, the elven sorceress tumbles dead to the ground, her own heart now trapped within the box.
The drow blinks, her life restored, as she turns her astonished gaze to the group gathered before her. The dark elf is clearly cautious, but she does her best to answer the questions the party is asking despite her confusion. She says her name is Avaleska, and that she was a victim of the heartbox as well. She explains that the box was crafted by the Mad Mage himself, a prison that traps an individual in a deathlike stasis. The curse can be passed to another, but the victim must choose to take the heart, it cannot be forced upon them.
Greycloak's urgency and desperation causes him to quickly cut to the matter of Ashryn's demise, and when the drow gives him a haughty reply, the ranger fires an arrow at her! Avaleska runs, and despite the swift pursuit of the party, manages to escape in a globe of magical darkness.
Unified in purpose, the heroes decide to return to the surface in an effort to restore Ashryn to life...even if that means finding another to take her place.
Part 2: The Weight of Suffering The group uses the secret eastern exit, hovering over the open waters of the port, to return to Waterdeep. They seek out Barnibus Blastwind in hopes that the Dragonborn has a convict who could potentially take Ashryn's place. While sympathetic to the situation, the lawful magistrate is uncomfortable with delivering such a fate to even a hardened criminal. He requests an order from the Open Lord before carrying out such a grim form of execution.
The heroes then decide to split up and agree to meet at the Yawning Portal in the morning. Lord Alicard returns to his family estate to find that his home is under investigation. Waterdavian guards bar the entrance and none are permitted to enter. Alicard seeks out Lady Silverhand, and while she is unavailable, he does have a conversation with their companion, Renaer Neverember. Renaer agrees to leave a message and will try and put in a good word on Alicard's behalf.
The goliath, whose name and purpose is in flux, seeks out the Temple of Moradin (with Sir Davrim doing his best to shadow him). Using his reputation with the Ironlords Guild, the goliath is introduced to a powerful dwarven cleric who is able to break the curse attuning Blackrazor to his grip. The group binds the terrible greatsword, and the priests suggest locking the weapon away, but Bloodmarked vows to destroy the felblade himself. Bloodmarked, and eventually Davrim, spend the day in silent prayer and contemplation.
Meanwhile, Greycloak wanders the streets and alleys of the strange city, looking for anyone vile enough to lose their heart to the wicked box. When he finds no worthy candidates, the elven ranger seeks out a temple where the sick of Waterdeep reside. There he encounters Aranel who seems to be expecting this chance encounter. Aranel has had a vivid dream and knows what has taken place in Undermountain. The follower of Ilmater agrees to take Ashryn's place, only asking that Greycloak consider the suffering of others in the future before taking action. With a smile, Aranel takes the box from him and prepares for the coming of dawn. Part 3: This Was A Triumph The party meets at the Yawning Portal the next morning, sharing some details of their individual endeavors from the day before. They also learn that another group of adventurers has already been lowered into Undermountain behind them, and that other groups are eager to delve in their footsteps.
The heroes return to the dungeon and quickly make their way to the heartbox chamber. They see their companion, Aranel, now hovering in the pillar of white light...yet there is no sign of Ashryn. An investigation of the area shows that a dozen sets of boots came through recently, most likely the "Undertakers" returning to the surface. While Greycloak does find evidence of Ashryn's tracks, they become muddled in the swirling passing of the thugs.
The group decides to head north, and soon discover a room full of deactivated portals. When they enter, a series of monstrous creatures animate to protect the gateways. Two stone minotaurs and a flaming skull bursting with arcane fire, rush forward! However, they are no match for the heroes who crush the monsters in a powerful counterattack!
After the battle, the group decides to take a short rest, catching their breath and researching several items they found in the chamber (including a voodoo doll that looks just like Sir Davrim). Lord Alicard begins a ritual to investigate the trio of portals that stand silent in each corner. He discovers that one appears to lead to Skullport, the other to a place called Stardock and the final leads directly to the Mad Mage's tower. However, the portals seem to be deactivated and their destinations redirected elsewhere. Before he can convey the news, however, Alicard triggers the Eldritch rune "Loboss" and is blown back from a HUGE arcane explosion!
As the party rises to assist the bard, they notice two figure standing in the entranceway. Ashryn is alive and well, her enchanted cloak billowing about her form, and to her right is Avaleska.
Next Session: The Hall of Mirrors
|
|
|
Post by Derek Raines on Apr 18, 2019 11:03:00 GMT -5
Mad Mage of Undermountain: Session 5
Part 1: United Front Welcome to Undermountain, the deadliest dungeon in history, where a perilous tale of adventure is starting to unfold. Our story begins with our companions joining up again to tackle the threats beyond.
As Lord Alicard finds his feet, the group turns to see Ashryn alive! Greycloak embraces her, and the others welcome her back to the land of the living. They also note the return of Avaleska, and a discussion opens on just what to do with the drow.
Ava explains she is a Malefactor, a rare arcane anomaly among the drow, and was exiled for her strange powers. The Mage Mage found her and raised her to be one of his apprentices. For years she served Halaster Blackcloak with loyalty, but when Blackcloak laid siege to her family's homeland, she betrayed her order to warn the very drow who cast her out. As punishment, the Mage Mage put her heart in a box and the rest is history. Her goals now are to find out what happened to her people, and perhaps bring vengeance to Blackcloak's door.
While Sir Davrim is suspicious of her, the rest of the group decide to let Avaleska travel with them. For the time being...
Part 2: Fortune Favors the Boulder The heroes head south and it doesn't take them long to see movement in the shadows. Sharra, one of the Undertaker thugs, is severely wounded and clearly in shock. The group heals her as best they can and hear the terrible details of what she has encountered. Sharra explains that her group left Undermountain, but that a small party returned to find Della Norn at Marl's request. What they found instead was a pair of hideous flesh golems that tore several of their number apart, and dragged the rest away in chains. Sharra is sent to rest alongside Alicard in the Portal Room while the others seek out Della and her monsters.
They come upon a long hallway brimming with traps, and while Greycloak manages to discover and disarm two of them, a third sends a colossal boulder bounding down the corridor! Several of the members are struck by the rolling stone, which appears to reload itself in an attempt to crush them anew. Some quick thinking by the party, the Immovable Rod of Bloodmarked and a bold move by Greycloak sees the boulder halted and the trap disarmed. The group slips around the stone and opens the door to the feasting hall... Part 3: Della Norn The party steps into the feasting hall to see a gruesome scene. A long table covered in food and writhing centipedes bisects the room. A pile of bloodied limbs and body parts is stacked along the eastern wall, alongside several Undertakers chained to pillars, each one crying out to be saved.
Della Norn is lounging on a massive throne, admiring an amulet in one hand, while the other grasps a pair of chains which leads to the hulking forms of two monstrous flesh golems. The heroes give her no time to talk, seeing the evidence of her evil, and a battle erupts! Della releases her golems which crash into the party's front ranks, while giant centipedes clatter forward looking for a new meal.
Sir Davrim takes to the sky, a beacon of holy light, and appears just beside Della Norn before she can unleash the weight of her full powers. The paladin smashes down with a series of smites, but the throne protects Della and the vampire spawn rushes in to feed on the champion. Meanwhile, Bloodmarked contends with the towering form of a flesh golem while Ashryn and Greycloak pick off the centipedes. Avaleska's strange powers also come in handy, as the drow bends fate and circumstance to assist her allies and vex their foes. Eventually, Della is slain, and only a single wounded golem remains.
It looks like the battle is well in hand, and Ashryn aims to finish it with a bolt of lightning. Instead of felling the flesh creature, the golem seems restored by the electricity, and it smashes into the heroes with renewed deadliness! It is a close thing, but the final golem is finally brought down (and Volo's Guide is appended).
Another debate takes place on what to do with the remaining Undertakers. In the end, the heroes decide to turn them all in to Blastwind and the Waterdavian guard. Sir Davrim has Avaleska tell her story once more, within the shroud of a zone of truth, and finds her words to ring true.
The group rests in the safety of Trollskull Manor, and plans to make their way back into Undermountain with the arrival of dawn.
Next Session: The King with Two Heads
|
|