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Post-Session Synopsis & Notes - Do Not Post Here

Within 4 days of each session I will summarize what happened, the direction and goals set by the party, and relevant notes that everyone may reference. To keep this topic clear as possible, please do not post here.
1632722885

Edited 1632722930
Our new band of Adventurers, Sugarfingers the Tiefling Cleric, Audra the Air Genasi Sorcerer, Tarn the Moon-Elf Fighter, and Kayla the Half-Elf Monk were on the return trip during a merchant guard contract. They were well paid, and to the delight of our party it was a boring job. When their destination of Greenest was finally in view, the pendulum of eventfulness took a hard swing in the opposite direction. Greenest was under attack by bandits with the aid of a Blue Dragon! In a quick debate amongst our party and merchants of how to proceed, an agreement was made. The merchants parted ways with our party, paying them for their work thus far, and our party attempted to turn the tide of battle by rushing to the defense of Greenest. Their first battle was sudden and traumatic. A woman on her last stand against a gang of kobolds in attempt to save her wounded husband and three children were occupying the street. Our party got there just in time to watch the woman fall in battle, and during this her husband was slain as well. It was not without its heroics however! Our party was able to slay the kobolds and save all three children. Out of respect for the family, the parent's bodies were brought to an empty house out of the streets, and our party took shelter in a neighboring empty house with the three children and their fallen, unconscious member Sugarfingers. After gathering their senses and hearing outcries amongst the city "Get to the keep! Hurry, before they close the gates!" our party made haste, carrying Sugarfingers and guiding the children. In a failed attempt to sneak to the keep they were caught! Two bandits stopped our party in their tracks. Too bloodied, tired, and suffering from the recent trauma, our party pleaded to be let through for they had no valuables. The bandits, feeling "generous" agreed to do so, on the condition they hand over their coin purses. Swallowing their pride and recognizing the severity of the situation, our party agreed.  At last, the keep! Our party was thanked for their deeds and the children were guided to families they know and our party was directed to the keep healers. While they were being seen to, they were approached by Governor Nighthill, an older human man. He thanked our party for their heroics and timely arrival, and begged for their continued assistance to his city. He needs our party to save the Mill, for the scouts have reported it is being set ablaze and this would be a terrible loss to the city.  Castellan Escobert the Red,   a shield dwarf with knotted, tangled, bright red hair serving as master of the keep approached. He added that "We also need a prisoner. While you are out , it is paramount that you capture a member of this raid and bring them back for questioning!" Castellan also noted that our party could take the secret gate that led under the keep in a tunnel access that allowed them fresh water in case of a siege. Accepting this plea, our party left through said tunnel. Battling through the tunnel with swarms of rats, alerted bandits and kobolds, our party was able to leave the keep. Standing over the cleaved, skewered, burned, electrified and necrotized corpses of their enemies, our party decided on how to go about dividing the two gold pieces found amongst the bodies.  Sneaking through the river to get to the mill, our party were noticed as they approached the mill! A fight ensued. Battling an Acolyte with his bandit allies, our party gave chase into the mill. Unbeknownst to our party, this is exactly what the bandits wanted. They heard there was an adventuring group that found its way into the city during the raid, and set up a trap to lure them in! A large force was waiting in the mill to attack our party. Audra bravely chased the bandits into the mill, only to see 10 men waiting on the upper floor of the mill with javelins in hand. Surviving a near fatal volley, Audra was able to back out of the mill. In retaliation, Audra channeled her magic into a desperate attack. Wild Magic! While casting her spell, her unstable nature of spell use caused an unforeseen pull on the weave, causing every creature in the entire area to turn invisible, allies and enemies alike! Taking advantage of this saving grace, our party decided to grab the unconscious Acolyte and run for it! Kayla, taking advantage of her quiet steps and new found invisibility snuck to the second floor of the mill, grabbed the Acolyte, and jumped out of the window. Audra cast levitation on the body to create ease of travel and our party snuck back through the river into the keep. Castellan was eager to start interrogation, and Tarn opted to sit in to acquire any useful information. Our party learned that these weren't any normal bandits! The Acolyte revealed most of them are members of the "The Cult of the Dragon" and they are here to "Collect valuables for the great hoard that will usher in the reign of the Queen of Dragons: Tiamat, all hail!" and that in a nearby camp they have "a clutch of black dragon eggs under heavy guard in a cave". After this interrogation, the dragon attacked! It swooped by the castle with its  lightning breath, injuring soldiers and blowing apart stone walls. Nighthill assured our party that his soldiers could protect the keep for now, and encouraged them rest and he will collect them should anything truly need their immediate attention. Hopeful to get rest, our party laid down. Rest was short lived, however, as they were awoken only an hour after. A challenger approached the keep. A half-dragon named Langderosa, accomapnied by 16 kobolds and 3 prisoners called up to the keep.  " Defenders of Greenest! This has been a successful night, and I am feeling generous. Do you see these three pitiful, useless prisoners? We have no need for them, so I will trade them back to you. Send out your best warrior to fight me, and you can have these four in exchange." Against his better judgement, and pleading from Nighthill, Tarn stepped up to the task. Our tired and injured Tarn gave it all he could, and while managing to draw blood from Langderosa, was no match in single combat. As Tarn fell, Langderosa honored his duel, and swept Tarn's eyes closed and released his prisoners. The raid was over, but the time for heroes has just begun. Our party was finally able to get real rest. In the morning, Nighthill once again approached our party. With many  thanks , and a sullen look, Nighthill has more to ask. He offers to pay our party a sum of 250gp if they can track the cultists.  He wants to know where the camp is sited, how many raiders are there, who their leaders are, what's motivating these attacks, and where they plan to strike next. Any stolen goods returned to the city would also be appreciated. While setting up to leave, our party was approached by a young man.  "I hear that you intend to follow the raiders and see where they've gone. I'd like nothing better than to come with you, but in this condition, I'd slow you down. In the midst of all this tragedy, there's no reason you would have heard about the fate of my master, Leosin Erlanthar, but it's important you know. He is a monk from Berdusk. He disappeared last night, after we fought a particularly savage battle against raiders. A few others and I fought our way to the keep, barely. Leosin didn't make it at all. We went back this morning to look for him, but all we found was his broken staff and this choker, which he always wore.  Leosin has been investigating these raiders for months. I fear that he might have tried to infiltrate their group when they retreated, or worse, was captured and carried away as a prisoner. No one understands these bandits better than he does, and his knowledge will be invaluable against them. When you find their camp, please look for any sign that Leosin is there. One of my brothers has already departed for Berdusk to bring back help, but it will be many days before help arrives. Anything you can do before then would be a godsend." Our party set off on their tracking mission avoiding most battles from stragglers and smaller cultist camps except one. There was a hard-fought battle with the stationed rear guard, but they were no match for the growing prowess of our party.  All 4 members receive: Level 3 1 Inspiration Renown Title: "Hero of Greenest"
While everyone is recuperating from the battle with the rear guard, Kayla decides she is fresh enough to scout ahead, leaving the rest of our party to rest. After collecting themselves, our party ventures to continue tracking the Cultists, eventually discovering a very large encampment in a canyon. Several dozen tents housing Kobolds, Hunters, Mercenaries, and Cultists block the path to their goal: retrieving Leosin and acquiring information. Opting for a stealth approach (uh oh) our party hikes around the canyon and waits for nightfall. When the time is right, they begin to climb(or float) down the rockface to sneak into the encampment. Our party quickly learned that climbing and stealth are not a shared proficiency. As Audra gracefully levitates down the rockface her hair flows back dramatically by the plummeting Shure. Unfortunately, Audra's less-than-subtle encouragement did not assist Shure's climbing ability. Tarn, seeing a great example before him, tied a rope before attempting to climb. Once everyone was down, with most of their bones where they should be, a guard approaches from the mouth of the cave. Questioning what in Tiamat's name do they think they are doing, our party is able to convince them they were just being foolish, and were instructed to return to their tents. While walking towards the nearest tents, they pass by the wooden pillars that bind both Leosin and an unfamiliar halfling. Our party convinces the guard to take a patrol (with the assistance of a heavier coin purse), and begin trying to rescue Leosin and this halfling prisoner. Unusually cheery for his circumstance, the halfling introduced himself as a Ultran Cinderstride, and offered to help our party if they would assist his escape. Obliging, our party freed both Leosin and Ultran. While Ultran ran to gather his belongings from a nearby tent, our party quickly executed the returning guard and hid his body. Our party decided they had two immediate tasks before escaping the camp: free the prisoners and create a distraction. Ultran snuck over to the remaining prisoners toward the front of the camp. As he cut them loose, he instructed them to spread the remaining camp fires to the kobold tents. While this was happening, Audra magically lit several human Cultist tents on fire. Away from the 2 1/2 foot tall flaming dog lizards and roaring tent fires, our party regrouped to climb their previously set rope and seek safety. With no sign of Kayla, Ultran steps in to fill a void amongst our party. Ultran brings a new outlook and skill to the group, if not slightly unhinged. Upon returning to Greenest, Governor Nighthill kept his word and rewarded our party for their information with 250gp and comfortable rooms and warm meals. Leosin, still needing detailed Information from this camp, offers 150gp to each member if they will go back to the camp and find out where they are going with the treasure, and if anything worth noting comes into or out of the cave in the canyon. Leosin says he will be meeting Ontharr, a Paladin in Eltruel. When the party returns to Greenest after this task, they should find him there for their reward. The next morning with a much needed rest and meal, our party returns to the camp site. What they return to are many burnt tents and those that weren't burnt, are missing. The only people remaining are hunters that were hired to provide game for the camp, and the guards at the mouth of the cave. As they approached the cave, Ultran transforms himself into a spider and scouts several rooms of the cave to discover, a fungi covered room, a room with grape bats along the ceiling  and raisin bats spotted around the floor, and a room with several kobolds.  Coming back to meet our party at the mouth of the cave, Ultran uses his telepathic ability to set up an ambush against the cultist guards while he is positioned above them as a spider! Through a slurry of Cultists, collapsing tunnels, Violet Fungus, Stirges, guard drakes, and kobolds, our party finds themselves reunited with Langderosa Cyanwrath in mortal combat. Stepping from an alter inside a portable hole, he assures our party this will be their last meeting.  *** I may have mixed a few things up, and I skipped over some details! My brain has been busy lately and I just couldn't find the words to put down, and by time I did the details were too exhausting to note down play by play.  I want to say that I truly appreciate how true to character you keep during play. Good players make the job of DM so much easier. The willingness to take a disadvantage in the game due to following a character trait or flaw is admirable and is easily lost. I applaud all of you!  Players should have decisions made up about what they want to do for level 4.  Everyone add a point of inspiration (these can accumulate up to 3, beyond that they no longer apply even if you earn it) 
    Our party, deep into the hatchery, face off against Langderosa in mortal combat. Through magical mishaps in the shape of unwilling Ovis transmutation, raging berserkers, and a loyal cleric they fought well. Though all beside him fall to the party, langderosa, revitalized through cleriical sacrifice, fought fresh against the winded and wounded party. Forced to run, the party made haste out of the tunnel away from the half-dragon. As they ran, they were passed by a massive swarm of bats that tore at langderosa until he was little but scale and blood before dispersing. Searching the cleric's room, our party found maps and details of Cult movement, valuable information that Leosin was seeking, and valuable information for the coming battles for the material plane. Seeking further into the hatchery, the party was ambushed by kobolds and guard drakes, which created a sticky situation that continued to turn up the heat. During which what was previouisly identified as a stalagmite shot out several tentcales to drag our party members to his gaping maw of razor teeth. In a hopeful bargain, the creature was appeased with meat and the promise of more. All conflicts were finally appeased, and before our party lie 3 black dragon eggs soaking in acid. Digging holes and channels that lead into their new Portable Hole, they were able to direct the acid and lower the eggs into the portable hole.     Returning to Greenest, the party was greeted with cheers and welcome. They each recieved a horse left to them by Leosin, with a reminder to meet him in Eltruel. After a days travel, our party checked on the dragon eggs in their Portable Hole, to find 3 Black Dragon Wyrmlings basking in the pool of acid. Truly trying to raise these dragons in a way to benefit their morality, the party continues for several more days to their destination.     When entering the city, the party take immediate notice to the elaborate store front that reads "Flizglam Shiverbottom's House of oddities" where they met said Gnome. Flizglam was very eccenteric and excited to interact with the party. Showing off his collection, those for sale and not for sale. After an avoiding confrontation with Robert the Robot, Needing to sell their treasures, Flizglam offered to sponsor the party in the upcoming auction to auction off their items. After buying and selling many items, Flizglam gave the party Magical paper that is bound to Flizglam, so that if they ever discover an oddity they can reach out to him.      After collecting themselves, our party heads to meet Orthuum and Leosin. Over drinks in the back room of a tavern, discussions were had about the information gathered, what to do next, and invitations were given to the party to join either "Order of the Gauntlet" or "The Harpers". Our party, now knowing their course to beat the Cult to waterdeep, so they may act as caravan guards to continue following the Cult, is sponsored by the two aforementioned factions, finish their business in town (Which includes proverbially throwing their gold down the toilet in a betting hall, and tucking away a small deed to a boat in the river of Chionthar), hurry out of town to meet their Wyrmlings at a predetermined spot.