Dungeons & Dragons 5th Edition Campaign

DnD Session Update 11-7-18
Protect the Owlbear

-Next morning you continue towards Dyvers
-By mid day you are overtaken by a team of horses pulling a carriage
-On the carriage is Darcassan and his man-at-arms Melvin I
-Sabrala convinces the driver of the carriage to take all of you to Dyver
-Traveling the remaining time you make it to Dyver
-Axe notices a working comrade of his from Greyhawk while Ragnar makes for the harbor in search of the Harbor Master
-Axe is told by his comrade that bandits have become numerous to the south. Travel that way cautiously. Also states that many adventurers have been called to explore south of Verbobonc and many have disappeared. Rumors of evil doers around The Village of Hommlet but also rumors of great treasures can be found to the south.
-Verbobonc has tried to organize protection from bandits
-Loren the Harbor Master is convinced to hire you as mercenary guards to protect the vessel Whitefang and its cargo on its way to Verbobonc
-2 Owlbears are among the creatures being transported to Verbobonc on the Whitefang
-That night before leaving, you all visit the tavern The Mimic, for some fun and food
-Sabrala dreams of her long desired weapon, Dreamsinger, being tied to the earth
-Pip dreams of is temple to Celestian
-Ragnar picks a fight with a brawler named Mongo. With wagers placed he kicks his ass. A second fight for the night also bring fortune
-Next morning you head out on the waters
-Near nightfall in a narrower part of the waterways, 2 serpent like creatures made of seaweed with riders in robes attack the ship
-The riders try to make their way down into the ship but never get much below the first deck. A few sharks teeth and seaweed are found along with a map after you are victorious
-You did learn the some 20+ years ago a temple to the south had formed and came into power. Evil spread across the land as robed priests of evil beings ran free. Verbobonc along with several other countries banned together their forces and defeated this temple. The defeated priests fled further to the south. The temple was emptied and magically guarded to keep evil away.

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DnD Session Update 10-24-18
Leaving Greyhawk

Using the reward coin from the wizard’s guild, everyone stocks up on supplies for the journey south. Stopping in at Pip’s church, you find he can get the group a discount on healing potions that only run 40gp each, so you pick up a few.

While a the Green Dragon Inn, Pip notices a dark colored dwarf move up and steal a bag of coins/gems the group had sitting on your table. he slips through the crowd and heads out the door. Pip and Axe pursue as he disappears around the corner of the building into the alley. They follow and see the figure use a packet on himself as he disappears. They try to follow but loose the path of the figure. They find the used packet and another lying upon the ground. Ace ends up chaotically disposing of that second packet.

You seek out George the protester and inform him of some of your endeavors. When you bring up the details of the place you teleported to that held such an evil presence that had the second chamber containing the molds, fungi and shrooms, the name of Zuggtmoy arises. As you mention a temple to the south you are being sent to find out more info about, George recalls some events that took place some 20 or more years ago. There was a group of elemental priests that built a temple to their evil elemental gods somewhere south of Verbobonc. Tales tell of the rising of power that this temple gained as they spread their evil across the land. Several countries gathered together for strength and sent troops to this temple and destroyed it, killing many priests and banishing the rest as they scattered southward. George also shares knowledge of the current rumor of Zuggtmoy being stolen away and held captive from the world in some secret location. An evil so powerful as the Demon Queen of Fungi would not be captured easily. George warns that if you paths cross these evils, to be cautious if you want to stay alive.

At Pip’s temple to Celestian the priests off a Potion of Heroism and Rop of Climbing to Pip after paying Friar Duck to accompany you on this journey. You head out for Verbobonc some 12 days away by way of Dyvers but not by way of water, you head out cross country on foot. You estimate a 4 day journey to Dyvers. The roads offer good traveling conditions and you meet several small caravans heading towards The Free City Of Greyhawk. None offer any warning of dangers ahead so you feel this is a safer path than you feared. Towards the end of your first night out, you are attacked by 2 Owlbears from a wooded area beyond the encampment you have made for the night. Fierce foes but you are victorious and find a Potion of Heroism. Staying at your camp, you finish your rest and head out on the road the next morning. Again during the second night you have an encounter, this time with Orcs and later against a swarm of bats. Not sure how safe this road is, you head out on your third day of travel.

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DnD Session Update 10-17-18
Teleporter

The next morning you are eager to gather the party together and make for the black stone tower to the north. Wanting to explore the unknown destination to seek out adventure and profit. You decide to hire a healer from one of the local churches to have with you on you journey. The temple of Obad-hai offers Friar Duck to join you for a fee and protection. A little shopping and waiting for all, you head out mid-morning through the Marsh Gate.

With Pip the Gnome leading the way and finding the best path, you easily find your way back to the white stone structure even though dark clouds have made there way in and rain has started to fall. From there you make the short distance to the domed structure where you find the secret door you had damaged slightly ajar. Constant rain is falling now as Axe and Pip make their way through the door into the tower. They are attacked by Ochre Jelly which pummels and damages with acid. Pip falls. Darcassan attacks the creature with a magic spell of lightning but it splits the creature and now you have 2 identical foes. Axe finally has enough and runs into the tower to deal blows until both creatures are defeated. Friar Duck dishes out heals to bring you all back to good health.

Having the map you found with you offers no information as the moon’s light has eluded you . So as early afternoon arrives, you are ready to enter the teleportation dome and discover where it sends you.

As Darcassan activates the magic of the teleporter, you all appear in a darkened chamber of stone. Standing within a circle upon the floor you look around. Several columns stand at one end of this large chamber running up to the 60’ high ceiling. Bordering wall running the length of this chamber has moving and distorting symbols and patterns within its surface. At the far end you can see steps leading up to a dais, a curtain covers the wall behind. Beyond the columns is a wide stair leading upward, no other exits are seen. Searching the room you see the columns are made of metal. 3 of them are shorter and gleam of precious metal. Gold, electrum and platinum. Moving to the dais Darcassan finds a mechanism that raises a gem covered throne out of the floor. Peering behind the curtain reveals an empty passage running the width of the chamber. Sabrala while examining the room comes under the effects of magic after peering into the pattern on the walls. You later find this to be insanity. He tries to remove gems from the throne as you struggle with his actions and end up restraining him.

Up the stairs you view a massive chamber with more columns and a much larger dais. Most of this chamber is covered with fungus and molds. Retreating back to the first chamber, Darcassan examines the area with magic and discovers a strong aura all around the room as well as the throne. Moving towards the curtain once again, you sense the curtain area is a strong illusion while you all sense great evil within. Deciding to gather all back into the magic circle, Darcassan activates the circle once again and you escape this place.

Back at the dark stone tower you retreat from the rain and rest within the structure. Making you way back to Greyhawk you influence you way though the gate even though you carry a restrained Sabrala and a stone door. Off to Pip’s church to get a greater resoration for Sabrala to remove his insanity. After you all head to the wizards guild to explain what you found. Axe brings the head of the guard to be part of this news. You tell them all of the teleporter and the evil place you found beyond. The wizards seem to not take notice of any danger but the city guard are concerned. The suggestion to take this to the politicians to try to get some action is stated. Darcassan seeks for backing from the wizards guild to support further investigation and they suggest for the group to travel to Verbobonc where another group had been sent to investigate reports of missing townsfolk south of that city.

Regrouping back at the Green Dragon Inn to discuss and path to take with all this information, moonlight shines through the window and offers a chance to expose the map you found to this light to find out what it reveals. Darcassan does unroll the map and brings it into the light as it reveals numerous details within the maps surface. Darcassan copies these details on paper. Which path will you take?……

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DnD Session Update 10-10-18
Beginnings at the Free City of Greyhawk

The Free City of Greyhawk

Sabrala a half elf Bard

Pip a Gnome Ranger

Axe a Warforged Barbarian

Darcassan an Elf Wizard

Jawal Severnian is the Wizard Guild’s Librarian

Ricard Damaris is the owner of the Green Dragon Inn

-Darcassan has gained his favor and has been given tasks to do. The latest is to seek out a moss and the animal that eats it to the north of Greyhawk in the wooded section of the Cairn Hills. He seeks out companions to help in this adventure. He goes to the Green Dragon Inn known for the spot in the city all adventurers order up a drink. he finds Pip the Gnome who agrees to join in the fun and suggests his Bard friend Sabrala can also join in. Axe makes his way to the table to offer his services and the 4 are ready to head out of town.

George the Protestor

-Protests have been organized in the city against a supposed cult of followers who are attempting to raise a temple here in town. Worshippers of a great evil, sacrifices and evil doers are what the crowds are claiming against the temple.

-Pip finds his church here in the city and offers a donation for the well being of his deity

-Finding the Black Gate in the center of town is closed during the night hours. Darcassan has papers that would allow him to move through the gate in the night if he is on Wizard Guild business.

-Setting out to the north in search of a dark stoned ruin with a domes tower leads you into the wilderness. Pip has tracking abilities among other skills and finds a safe path through the woods. A few hours into the journey you come across a white stoned ruin with vine covered walls. Pip climbs and notices an area on the ground within the fallen structure that looks to be disturbed soil. Digging the dirt he finds a wooden chest. The group opens it and finds gems and a map with no markings.

-Further north you see a dark stoned tower over the tree line, you had that way. Pip, Axe and Darcassan set traps for the creatures known to dwell near here that you are supposed to bring back dead or alive. As Sarala makes her way around she stumbles across creatures within the building. Combat ends up erupting after magic is used. Axe puts the creatures to death, leaving one alive you tie up.

-Searching the dark stoned tower itself reveal it to be Elvish made, Sabrala finds a secret door. It leads to a risible floor within the tower that brings you up to the dome above. Draconic writings and arcana checks gain the wizard knowledge of this place. Darcassan could activate the magic here that would teleport all within the dome to a destination to a temple below The Free City of Greyhawk. You lower the floor and close the secret door best you can after breaking the latch and head back to the city with your moss and creature.

-You return to the city and make your way to the Wizard’s Guild to get you reward for you task. Darcassan takes the creature and moss into the pyramid and is rewarded the payment. He shares the reward once he and the rest of the party return to the Green Dragon Inn.

Notes:

-Teleporter up north in the dark stone tower

-Rumored cult temple somewhere down south

-Protestors against the temple being constructed here in the city

-The map you found needs to be exposed to moonlight after midnight

-The temple the teleporter leads to is a Temple to Boccob

-Sabrala is performing at the Green Dragon Inn

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-You appear to have an opening in your party ranks, who will fill it?

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DnD Sessions Update June-July 2017
Giants and The Keep

Lives have been lost and new faces have appeared. Attempts to move through magical forests have caused paths to take a different course. Giants have been encountered, war bans have been discovered and entrance into a city had been gained. Rewards for informing of a giant attack were shared and training for levels took place.

When the group entered Neverwinter it found an extremely fortified city ready for the giant forces that are on the move. A hero’s welcome and feast were giving. Time to level up and a request to go to Luskan and find a wizard and an artifact surfaced. Worbel the wizard was found in the tunnels below Luskan after being teleported to the occupied city. Exploring a tall tower by climbing teh interior bttom to top finding magic and danger gained you access to a portal taking you to the hiding place of a Dragon Orb. This orb is planned to be used against the giant forces that threaten the lands.

Upon completing your quest and returning with the orb, you decide to follow Yolanda to her reward from the Deck of Many Things and help her defeat the evil within a fortress so she can gain ownership of the keep and the lands that come with it. You are provided a ship to take you north and find a group of followers request to join you. Horses are also given to you as you set off with a ship load of explorers off to Hell Gate Keep.

When you arrive you encounter the ruins of a waterfront city that leads you to a few buildings near the base of the rise where the fortress known as Hell Gate Keep was located. Within these buildings you find large magic stones guarded by treants. Once you explore the minor ruins at the top of the natural stone rise where a huge gaping hole sits where the ancient keep once stood, you find places the stones need to be placed for some magical reason.

After dealing with a dragon, that you controlled for a short time with the Dragon Orb, you managed to place the 3 magic stones in place and brought the ancient keep back from the abyss to its original location. The only problem is you brought devils trapped there along with the keep. Dozens of lemure litter the keep’s grounds that you battle until a powerful devil shows his demonic face and clues you in to the fact that you are all trapped here within the keep. He offers you a challenge to retrieve 3 magic orbs hidden and protected from below the keep that can be used to free you all.

Taking on the challenge you explore below the keep where an enormous dark tree is found that you need to climb down from the top. Finding strange areas where you need to slip through the bark and gain access into the tree itself you find an orb. Another orb found deep within a pool of water puddled on a tree branch. You lose one of these new orbs but come upon a large nest containing 3 orbs. Finding these to be the real orbs, you make a plan with the entities within the orbs to defeat the devil and banish him back to the nine hells while freeing yourselves from the magic force that binds the keep. Racing back up to the keep you place the orbs onto 3 pillars while using the last false orb to lure the devil out when you use your dragon orb to power an attach enhanced by the other orbs to vanquish the devil and bring the view of blue skies over Yolanda’s keep.

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DnD Session Update 4-5-17
Difficult times

Lum came to a sense of being that revealed to him the deception that took place when he gave away his Gauntlets of Ogre Power to Bouldergut. Holding up his holy symbol he then challenged Bouldergut to swear a blood oath to Thor Odinson or taste the blades bless by Thor. Bouldergut chose the blades as he and Lum starting fighting to the death. If others in the party did not step in, Lum would have been victorious but that was not to be. (Especially when Janos “helped out”) Lum fell as Viktur opened a door down the hall that ended up bringing two chain devils into melee with the remaining party.

Once the devils were defeated the group opened the door on the far side of the room the devil’s had come from with the large pile of metal swords, armor, chains and an assortment of metal items all of little value. The door opened onto a long hall covered with mirrors on the walls and ceiling. Saving throws were make and they not as party members disappeared from the hall. Bouldergut identified a glimmer of magic in one of the mirrors so he threw his maul at it. When it shattered, two human wizards, two wraiths and a large demonic looking creature appeared in the hall and attacked.

One wizard disappeared and the other fell. The party moved in on the large demon creature. The wraiths attacked. As battle ensued the invisible wizard pushed his way past the door as you discovered the demon was an illusion as a Ice Storm spell was cast in the hall. With the wraiths dead and Janos making death saves, you close the door. But Bouldergut gets very aggressive and opens the door to pursue the invisible wizard. (still invisible after casting the ice storm) As the dwarf enters the room and threatens the unseen wizard, a Fireball spell fills the hall and doorway engulfing all. Bouldergut now making death saves but follows Janos to his demise. The other dying wizard offers up a piece of jewelry before he dies. Hanrik takes the piece and notices the door at the end of the hall has similar patterns upon it. He lays it into the pattern and takes force damage when contact is made. Phaeris takes the piece and examines the door and find a quarter of the pattern do match the shape of this item. He places it into that pattern and takes force damage.

Viktur seeks out the invisible wizard and speaks to him. He offers the jewelry to the wizard but the wizard declines and states that the piece will bring your death. He returns and you all take a long rest beyond a secret door you find in the room the devil’s appeared from.

After resting you explore down the natural cavern behind the secret door that comes out in a large natural cavern with a red liquid filled river crosses the cavern. Beyond is a large stone statue of a human with 20 arms. You identify the figure as Mocham, an ancient god of the earth. Lying before it on the cavern floor is a large bowl or dish. You discover magic is nullified bordering this red 12” wide river. Viktur climbs the cavern wall to reach the opposite side and explores the statue. As more jump across and examine the statue you find that after a few moments standing near the bowl or statue brings two shots of Eldritch Blast from the statue. Viktur falls into the river when attempting to cross it again into another section of the cavern. He takes poison damage and continues so you need to remove his wet clothing to save him.

Making quick examinations of the statue and bowl you discover another piece of jewelry in the bowl covered by red liquid. You dump the bowl and gain a second jeweled piece. You touch the pieces together and they bond as they fit together flawlessly making a half circle. With three party members fallen in the last three rooms you encountered, what will you do now? What of this half circle jeweled piece?

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DnD Session Update 3-22-17
Into the Tower

The powers in charge in Neverwinter have provided you maps of Luskan and a brief description of what they know has happened there. With giant having taken the city, you come to find they are searching for a Dragon Orb that is rumored to be within Luskan. Known for its Wizard Towers and magical strengths, the giant are looking in the wrong place.

Upon reaching the city through the Harper teleportation network, you meet a Halfling wizard named Worbel. He claims to be the guardian of the Luskan magics and the very orb you seek. He informs you he placed it in a small tower within the city but far from the wizard towers. He tells you that two other groups of adventurers have come before you seeking the orb and have perished long before reaching it.

He takes you further into the catacombs you arrived in, to a hall leading downward telling you this is the entrance to The Needle. Tests and traps lie before you that you must overcome to reach the orb. He also tells you that this orb is unique among the Dragon Orbs but with no detail. There are also treasures to be found.

As you enter the passage you come upon the remains of several well equipped bodes. Armed and armored with treasures to boot. Colleting some potions and other items you find, you notice the bodies appear to be lying down as if they had been moving out of the hallway when they fell.

Further down this hall you come to a place with numerous dead birds scattered on the floor. Further down you see an end to this stone passage with a double door in the wall facing you. But also is an invisible wall of force between you and the doors. Searching you find this barrier to be an invisible stone wall containing its own double doors. After you set off the cloud kill trap and successfully open the doors, you open the visible doors ahead and move into the tower.

Several levels of the tower contain items of no interest to you but you also find things of value. Crates and barrels, furniture and artwork, tapestries and traps are what you encounter as you wind your way up the spiral stairs of each level until you reach the top level through a secret ceiling hatch. A glowing archway appears behind a secret door moments before the air is removed from this room so you move through this arch and appear in a stone hallway with a door at the opposite end.

Beyond the door and traps you encounter large stone panthers that animate and attack when doors are opened leading out of the next room. One door leads to a room with a floating sword that moves to attack as you enter the room. Closing the door quickly enough keeps the sword at bay. The other door leads to a hall and room beyond. This room is filled with thousands of small pieces of glass suspended from the ceiling by minute threads. Reaching down and ending at all heights with none reaching further than 2 feet short of the floor. A quick blast into the glass shards makes them explode by chain reaction leaving a find dust filling the air. Retreating back through the door keeps you from breathing in the dust.

A hall did lead out the far side of the glass shard room. Will this be your path?

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DnD Session Update 3-8-17
From Neverwinter to Luskan

As you approach the eastern edge of Neverwinter Wood, you notice movement beyond the tree line. Giants, Hill and Stone are grouped along the forest edge. Wolves and arms the giants have as all but one of them start moving south. The lone giant and a large wolf move the opposite direction. Using the abilities of your newly found warlock Janos, a magically enhanced creature of flight follows the giant and his companion as they trek north.

After the remaining day has ended the giant stops to rest, that is when you move in. Once you go through his belongings you discover he was on a mission to deliver a message to his commander Duke Zalto. The Duke is a fire giant and he is located in the volcano in the northern reaches of Neverwinter Woods. The message noted that the giant band that moved south was going to attach the City of Neverwinter the morning 2 days from now. You decide to get this information to those in Neverwinter using eth warlock’s magical flying scout.

This flying messenger flies through the night and reaches Neverwinter across the forest. Janos uses his skills though the creature to make contact and communicate with those in charge in the city. He and you are successful even to the point of the powers that be tell you to go to Longsaddle and make contact with a priest there who can aid you in traveling to Neverwinter. You set out for Longsaddle to the east past the hills and seek out the temple there and find the priest who once convinced, helps you by activating a ancient network of teleportation circles that link certain location in the north, now under the control of the Harpers. You find yourselves within another circle in a different structure surrounded by Neverwinter Guards.

Once you identify yourselves and the knowledge you shared about the southern attack plan, you are welcomed and given food. You come to find after speaking with the captain of the city guard that this city is now fortified against giant attack. You are asked about any dragons or floating citadels you have encountered. You also find that time is short, you cash in on coins for gems and prepare yourselves as you are being asked to travel to the northern City of Luskan in aid to the cause against the giants. You are told that Luskan has fallen and giants control the region. But there is hope, strong magic is located beneath the city that can be used against the giant hordes.

A Dragon Orb of great power is within the city. The giants seek it out as well but they are looking in the wrong location. The legendary wizard towers in Luskan are not the resting place of this mighty orb, but the wizard who was in charge of the towers does know the orbs location. The Halfling wizard Worbel hid the orb from the invading forces as the city fell. He was able to communicate with wizards of Neverwinter that he hid the orb outside the towers. Contact with Worbel was lost but only after 2 groups of warriors had been sent to make contact with the wizard. He is alive but communication with him and the 2 groups has ceased. You are charged with finding the wizard Worbel and retrieving the Dragon Orb. If the wizard cannot assist in controlling the orb and using its powers you must learn and do so. And besides the giants, there is an Iron Golem guarding the wizard towers.

You are gathered at the magic circle in Neverwinter and magically transported to a dark room of stone somewhere under the City of Luskan. You are told you will find yourselves in ancient catacombs beneath the city on the southern shore of the river.

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DnD Session Update 2-22-17
Deep into Neverwinter Woods

Deciding to make for coast city of Neverwinter, your path takes you through Neverwinter Woods. As you travel across the grassy plains towards the woods you enter an area of more hilly surroundings. With the woods in view you notice a structure off in the distance as you make camp. During the night you are awoken by a low moaning coming from the direction of the structure but you decide to make for the woods.

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As you move further into the forest, it grows more dense as a full canopy fills above. Finding animal trails you know will lead to the Morgur River within the forest you travel. You movement seems to be more difficult and slower going as the day passes. A detect magic reveals and magic all around the area with an enchantment and abjuration auras. Ahead of you a rocky outcropping is seen. You camp near the outcropping for the night. Bats are seen flying from the rocky area out into the forest. During the night Lum awakens all as he notices long vines moving towards the group along the ground and down from the trees. As these vines advance they attack and wind around party members. You fight them off and free those caught by the vines. Quickly you make your way further towards the river moving down and around the exposed rocky area. Once to the river you decide to use your earth elemental to gather trees as you tie them together to make a raft.

Once the raft is completed, you have the elemental move it into the water as you board the vessel and prepare to travel downriver. Once out into the moving waters you head south. You end up travel no more than a quarter mile as vines appear moving towards you on the water. They wrap themselves around your raft. You are pulled close to shore as a large dead tree is pulled down upon the raft making several members jump for safety. With more vines covering the ground here and hanging from the trees with some attempting to pull your raft apart, a tree near shore animates as you battle other vines nearby. Battle with the animated tree is diverted when you try to communicate with it. You find out from the tree that the forest is enchanted by powerful druid magic to protect against and repel invasion across the woods and being most potent along the river itself. This is in reaction to the giant attacks all along the northern realms. Waterdeep and Neverwinter remain in defense mode along the Sword Coast using the Neverwinter Woods as a barrier. You decide to move away from the river and make for the eastern edge of the forest.

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Moving back up the rise towards the east you notice a blue glow in the early morning darkness coming from the area of the rocky outcropping. You investigate the rock area before you and find it to be 150’ wide and 30’ deep, this natural exposed rock looks uninteresting. In the far back wall of stone is a large opening and shortly within the opening are the remains of a dragon. Identifying the remains reveals it to have been a red dragon of some size. The teeth and spines have been removed from the remains as Shamash and Phaeris along with assistance from another earth elemental dig a grave in the soft soil of the cavern and bury the remains. Searching the cavern and using magic detection you explore and find a passage leading further underground. Far within the tunnels you find an alcove filled with dozens of wooden chests. You go to smash one of the chests with the help of the elemental and all of the chests spring open as the air is filled with hundreds of blood sucking Stirges. As party members fall from great amounts of damage from the stirge swarm attacks you attempt to exit the cavern.

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The elemental attacks and brings the ceiling down in a good sized area allowing some to back away from the swarm. Retreating and healing potions keep all alive as you exit the cavern and decide to rest for the night. Before you rest, Shamash sends the elemental back into the cavern in search of valuables. For the remaining of its summoned time it retrieves a great amount of gems and coins. You rest and pack as much of the heavy treasure as you can carry before you head off.

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DnD Session Update 2-15-17
Beyond the Vale

Hiding in the brush of the river bank you notice the large mass overhead which had the lights you had seen at a distance is not dark. It is still moving but has caught up with you and is now passing you. It is heading straight for the light source on the ground some distance off which is the direction you were headed as well. As it moves off you can again see the lights within it as you can now see the upper portion again. You continue moving towards the lights on the ground as the large stone and bone mass above seems to lower as it approaches the lights on the ground. As you near you can see dark masses dropping from the floating aerial structure come crashing down into the lit area on the ground. Huge skeletal creatures can now be seen moving about on the ground. You can make out humanoid creatures engaging the skeletal attack so you move in to assist.

As the battle ensues the large floating mass moves off beyond your sight as you fight alongside older members of a barbarian tribe. Several campfires illuminate this area of destroyed structures. Two skeletal dragons join in the fight from above with their skeletal comrades on the ground. One younger human fighter is also joining in the battle against the skeletons as many of the barbarians fall and you slowly take out the skeletal foes.

The human who fought alongside you is named Phaeris and he is interested in joining your group just as much as you are interested in the same. The surviving barbarians are the last of the elders of the Great Worm Clan. They share stories with you about the past several months of giant attacks. Giants have moved in from the north and invaded the Realms all along the Spine of the World from Luskan to Mirabar. Attacking by ship moving along the rivers, Giants of all kind have been in these attacks including well armed and armored Fomorians. Sky citadels of the cloud giants have also been seen in the skies of the north. Nobody knows their strength or a place from which they group and attack from. Forces from Neverwinter and Waterdeep have been raised to defend against these united giants. The pattern of attack has been the ground forces followed by the sky citadels coming in to clean up in the aftermath. Wyverns and greater dragons have also been encountered among the giants. With this information now known to you, you discover that you have been gone from the Realms for some time as it is now early autumn leaving some 7 months of time passing that you did not experience.

The elders hearing that you wish to defeat these giants and help the Realms defend themselves offer you assistance in the only way they have remaining. They tell of ancient times when the barbarian tribes fought the giants here in the Realms and defeated them. Great barbarian warriors and great magical weapons have been left scattered across the northlands to both honor their dead and warn the giant races of the victory. They give you maps of the area along with the knowledge of great weapons buried in the Barbarian mound known as Morgur’s Mound located in The Crags. Also a map of ancient teleportation circles located throughout the north that they know the Harpers and druids still maintain, that could possible help you. These elders will make their way across their lands as they bid you farewell as you trek south towards The Crags. You head south into the night seeking a place to rest safely.

At dawn you can make out a floating citadel far off to the north of you. Not wanting to waste time or be seen, south you march heading for The Crags. A couple of days journey brings you into the rough lands as you find your bearings and navigate towards the area you believe is the location of these mounds. Upon find the mound Shamash uses his magical stone of earth elemental control and brings forth a creature and has it search through the earth under the mounds and bring back any items it can find. What is found it brings to the surface with the greatest being arrows of giant slaying.

Resting the night, the following morning the small black chest Lum had received from the hag that he was instructed to give to Yolanda. Yolanda wastes to time and opens the chest to find the group suddenly surrounded by a thick fog with a table appearing near them with a deck of cards lying upon it. You each are instructed to choose a number of cards you will pick from this deck one at a time. Over the next several minutes you all discover you fates brought on by a Deck of Many Things. Experience is gained and lost, Intelligence is lowered, curses are bestowed, a powerful magic weapon is granted, a mighty foe is gained, aid is provided and the location of a stronghold for which to start a kingdom is now known.

After your exploits with strong magic from the deck (stronger than Shamash can negate he finds) you decided to head to Neverwinter along the Sword Coast to find more answers.

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