Altara, The Story So Far

Alright guys, this page is made publicly available, mainly because it is a jumble of notes and there are a lot of things I have probably missed or messed up. Any corrects or blank spots you can offer would be great. Going forward, I’m just going to be updating this with my “Last Time” previous session recaps which should be easy enough to keep on top of. While I have numbered these, I have smashed some sessions together because my brain am no work good a times in picture memories when eyes closed tight; but if you have any additions, corrects, ect, please use the number of each entry so that I know where to make the corrections. If i get this filled out enough, and if we ever finish this campaign, these will be useful notes for DMs and players alike.

Story so far

Book One: From Murder Hobos to Heroes

Chapter I.
Taros, Varis, and Dexter, on behest of Gundren Rockseeker (who left a few days before the party with Sildar Guidewind), set off to the newly budding city of Phandalin out on the Wild frontier (the edge of known civilization). Along with mining goods, they also brought with them a young cleric named Pedro who, on behalf of a Paladin of the Holy Syncretism, is on his way to Phandalin to begin spreading the word of the budding religion of the Northern Realm and scope out possible sites to build a chapel. On their way they came across the horses of Gundren and Sildar, upon inspecting they found that it was an ambush set up by goblins. After felling the goblins, the party captured one and used him to find the location of the goblin base, a cave where both Gundren and Sildar were taken to. Upon slaying the goblin guards, the party entered the cavern. Splitting up, they located Sildar who was then slain by Yeemick, the second in command in this goblin outpost of the Cragmaw Clan, along with the dead body of Linnea Greywind’s brother. They then pushed in and fought the leader of this group, killing him and finding a note, signed by the Blackspider, that thanked the small group for capturing Gundren and then delivering him to the Cragmaw Clan.

Chapter II.
After escaping after slitting Dexter’s throat, giving him a nice scar, Yeemick fled from the party with a handful of supplies; but the party did manage to recover the mining gear, supplies meant for Barthen’s Supplies (located in Phandalin), and the Greywind stash of goods that were looted from the caravan that was sacked early. Reviving Dexter, the party set off to Phandalin. During a night of resting along side the road, there was a strange event in the sky. What appeared as a red star suddenly appearing in the night sky and then exploding, only to then turn into a red comet that crashed into the moon. The party stared on in awe, knowing not why or how something so strange would happen; but quickly ignored it.

Chapter III.
In the morning the party set off to Phandalin where they noticed a surprising number of Red Brand (a local game comprised of thugs the city had hired, but then went rogue and started dominating the small city). The party gave over the supplies to Linnea Greywind, but did not tell her of her brother’s fate. They then delivered Barthen the goods, telling him of Sildar’s fate, as well as Gundren’s. Barthen in turn offered them their cut of the caravan fee, informed them that Gundre’s two brothers, Ulmo and Nundro, were also kidnapped; but beyond that he isn’t sure what to do.

Chapter IV.
Seeking aid, the party scouted around the city, encountering the Red Brand and fighting them. After the encounter, the Red Brand that escaped to their fortified location below the Tresendar Manor (which looks over the city from the west) sought vengeance on the town, kidnapping a few civilians and then killing several others. Upset with the party, the Mayor of the city reprimanded the party, handing over the Red Brand’s ransom note, and giving them the option of leaving the city and never returning, offering to pay the ransom to calm the Red Brand, or turning themselves over to the Red Brand. The party convinced the mayor of another option, asking for a few days to make up their mind.

Chapter V.
Doing some investigation, they encountered Halia, who ran the miner’s exchange (which was currently suffering a bit due to the mining operation ran by the Rockseeker brothers halting in their absence). Halia Offered an option for them, as long as the party decided to join up with the Zhentarim. Upon doing so she gave the party information on where to find a “young halfing” named Carp, who was working with a wizard named Hamun Kost, who knew of a secret way to enter the fortified Tresendar Manor. The job was to retrieve the documents/notes of the wizard and give them to her, in any way the party deemed fit, but to not harm Carp, seeing as Halia was good friends with his mother.
During the night, a paladin named John Tiller entered the city, meeting up with his cleric, Pedro. He met up with the party and then, upon hearing about their Zhentarim target, noted that the name Hamun Kost was a target his religious order (the Holy Syncretism) had listed for him to apprehend, question, and then slay in the name of his religion.

Chapter VI.
Together the party, comprised of John Tiller, Varis, Dexter, and Taros set out the next morning on the Triboar trail to the Old Owl Well, where they came across a hamlet of a few small buildings. All around these buildings were the bodies of peasants, and pieces of trolls (that were beginning to writhe and regenerate). In the back of the city were a four young woodworkers who were standing around the body of a troll and hacking away at it, but it kept coming back to life. The party set fire to the trolls, making sure the creates stayed dead; but the boys were still in distress. The four boys (Mal Jr, Hal, Sal, and Paul) were sons of Mal Tresendar, sires of the Tresendar keep who, after being pushed out of business by the new lumber worker in Phandalin (who was killed by the Redbrand), formed their own small city out here between Phandalin and Colbeywoode. A day before the party arrived, the city was sacked by Trolls, which killed most of the population, and kidnapped their father and sister. Agreeing that heroes must do what they must, the party sent the boys to Phandalin, and then set off after the trolls to rescue the boys’ remaining family members.

Chapter VII.
After some tracking, the party located the troll encampment down in a gorge. What struck the party odd was that the trolls, which are normally isolated creatures that hate all beings equally, were working along side goblinoids in relative harmony. The party sneaked down to the camp, killing the goblins and the trolls, and then rescued Mal Tresendar and his daughter (Mallory). When the party patched up Mal and his daughter, they sent them to Phandalin to wait for them, informing Mal that the lumber worker that put him out of business is dead and the city is in need of his talents.

Chapter VIII.
The next morning, after traveling a bit away from the now abandoned hamlet, the party encountered a wrecked carriage. One of its horses was turned to ash, while the other was turned to stone. Inside was the dead body of a young noblewoman with sucker marks on her face. After retrieving some of her belongings, they looked through her journal to find out that she was from a city to the north that got lost on their journey south to Neverwinter in hopes to find a cure for the sickness, the Cackle Cough, that was invading their kingdom. She was sick, but her brother wasn’t. They had two guards with them, but the bodies could not be found near the carriage. After doing some tracking, the party came to an opening in the woods that appeared to have be blasted out (as if a fireball spell went off). In the center of this opening there was a strange, large metal arch with odd arcane runes covering it. Near the base of the arch was one of the guards from the carriage, stunned and dying – and in his hand was a single red tentacle. John Tiller went to investigating the strange archway, only to find that merely trying to comprehend its language and origin nearly pealed the sanity from his mind. His mind seems forever cursed for a time, perhaps still to this day, as his dreams are filled with nightmarish images of writhing tentacles and a large brain that calls out to him.

Chapter IX.
The next morning the party headed off towards the Old Owl Well, encountering a wandering zombie. Instead of slaying it, they tied it to a tree and continued to the old Owl Well, where they met with Hamun Kost and Carp. Hamun Kost resisted, using his new found Animate Dead spell, but the party over powered him. John questioned Hamun Kost, revealing some names and locations of the other red mages (One living in the midst of a shallow sea, one having one arm, one living out west); and then the paladin promptly sentenced him to death and removed his head. Afterwards, the party then set about looting the camp sight, finding Hamun’s notes and letters. The notes revealed the process behind his new spell. Noticing the absurd power of the spell, John and Dexter forged a version of the spell to give to the Zhentarim, fearing what they might do with it in their hand, and John stuffed the original spell in with his belongings. The letters among Hamun’s belongings tied him to the Red Brand, revealing that the Red Brand leader “Glass Staff,” another Red Mage on John’s hit list, was hired by the Blackspider to kidnap the two Rockseeker brothers, Nundro and Ulmo, and delivering them to her at the Cragmaw base of operations.

Chapter X.
With Carp unwilling to tell of a secret passage to enter into the Old Tresendar Manor, Varis broke one of his fingers, making the young halfing spill the beans and telling them the location of the passage and some of the obstacles they would have to overcome. Together then the party, with Carp in tow, headed back to Phandalin. Once back to Phandalin, the party returned Carp to his mother and gave the forged book to Halia, who thanked them with gold and ushered Varis, Dexter, and Taros into the Zhentarim. She didn’t care much for the paladin, but cut him in on the pay, informing the other three that “it is always a good idea to have allies, especially if you don’t trust them… it makes it easier on the conscious to clean up loose ends.”

Chapter XI.
Disguising themselves as Red Brand, the party followed Carp’s instructions and infiltrated the fortifications below the Tresendar Manor. Upon entering they quickly made work of the guards, tying up one named “Hot” Carl, and interogated him for information. After getting what they needed out of him, they ventured through the stone carved halls, encountering traps and monsters. Along their way, John Tiller came across the Tresendar crypt, where he looted three sigil rings of the Tresendar family. In another room the party came across the people taken hostage. Unable to give them any reward, one of the women that was freed told the party the secret location of treasure in an apothecary shop in the ruined city of Thundertree, where her and her family once resided. Then as the party continued they encountered a Nothic and reseaoned with them to let them pass, promising that they will bring him “food.” Keeping up the disguise as a Red Brand, John tiller entered a chamber where some of the unaware Red Brand members were playing cards. He joined them in a game for a few moments, and then lashed out at them when his team was in position, swiftly slaying two. The commotion alerted several Cragmaw clan members that were working with the gang, resulting in a full on battle, after which the party found the unconscious body of Droop, a goblin sent as a representative of the Cragmaw to look after the Bugbears, who awoke and quickly joined forces with the party, telling them everything he knew.

Chapter XII.
After the battle, the party made their way into Glass Staff’s personal chambers, killing off the wizard’s familiar. While searching they found an unsent letter to the Black Spider, telling how unhappy Glass Staff was for the lack of payment for acquiring and delivering Nudro and Ulmo Rockseeker to them, and telling how he was going to cut ties with the group, and reveal the location of the Cragmaw Keep to anyone interested in hearing. During the search of Glass Staff’s chambers the party heard a scream from another chamber. Upon investigating they found Glass Staff being devoured by the Nothic, and reasoned with the Nothic to give them any information it consumed from the mind of the wizard. In doing so they found out the relative location of the Cragmaw Keep. After clearing out the Red Brand keep, the party returned to town with Droop and “Hot” Carl, turning them over to the mayor to be jailed. John Tiller gave the three sigil rings of Tresendar to Mal Tresendar, who in turn promised to rebuild the old manor so that the party could use it as a base of operations and a house.

Book II: The Lost Mines of Phandelver

Chapter I.
The next morning there was a commotion in the town, as many of the Phandalin villagers were upset with the party for killing so many of the Red Brand. While a handful escaped, most of the ones that didn’t were actually citizens of the town, doing what they could to survive. The party apologized, but Varis was forced to do extensive labor on the Alderleaf farm (Carp’s family) since he had mangled the only working son’s hand. After a week of resting, the party set off north towards Crawgmaw Keep. On their first night in the wild, Taros, who was keeping watch, heard a rumbling sound in the distance, and then the sound of creatures. He ignored them, but in the morning the party traveled to the location of the noise and found another one of those metal archways with strange rune writings; though unlike the first encounter with this arch, the party finds a strange staff with the same runes on it, and Varis takes it. The party then ventured further, coming across a clearing. In the center of the natural clearing was statue of a man, with certain items of metal hanging from him. As the party approached they soon found that this was simply a man who was petrified by several cockatrice which were hiding in the tall grass. While John used his stead, Zeus, to get the cockatrice to chase him away from the statue, Dexter used his mage hand to the loot the belongings. Together the party killed the evil fowls, and then pressed on, discovering the ruined city of Thundertree.

Chapter II.
In Thundertree the party encountered a few roaming Ash Zombies, which, unlike regular zombies or undead, were animated through some local source of power, which the party never uncovered. While searching the ruined city, John and Taros found the home of Reidoth, a pleasant old mage who offered a place for the party to rest. An odd feature of the mage’s home was that time passed very slowly inside. Reidoth asked John to get rid of the pesky green dragon in the city, bringing him some of its teeth and scales, which john agreed to. Meanwhile, outside of the home, Varis and Dexter used magical means to become invisible and searched the city, with Dexter finding the apothecary shop as Varis noticed a gathering of Dragon Cultists hanging around outside of a ruined tower. Dexter cracked the safe, but the old wall crumbled around him, sending dust and rubble everywhere, altering the cultists. A battle begun, with John quickly joining in, and then a large green dragon swooped down and joined the battle. While the green dragon escaped, the party thought themselves victorious, looted the dragon’s belongings, and then head out towards Cragmaw keep.

Chapter III.
The next day the party came to a large gorge, with a single rope bridge across it to allow access across. As they approached the bridge, to stone Galebs came to life, offering up riddles for the party to cross. After the party successful solved the riddles, the Galebs finally asked if the party were goblins, which the party said they were not. Confused by this, the Galebs attacked. While the rest of the party began fighting the Galebs, and after he lost his quarter staff down in the gorge below, Varis used his speed to dart across the bridge to the other side, only to encounter and encroaching force of hobgoblins. The rest of the party then fought their way across the bridge after defeating one Galeb and pushing the other one down the gorge, pushing their way into the ranks of the hobgoblins. It looked grim for the party, until a strange teifling appeared and began shooting arrows at the hobgoblins, evening the tide. Together with this new ally, the party defeated the hobgoblins, halting any of them a chance to escape and warn those at the Cragmaw keep of their arrival.

Chapter IV.
Enter Cadencia. This strange bard teifling explains to the party that she was sent by her patron, Sapphiredge, from the city of Faro (a port city on the southern shores of the Altara Sea), to give a key to Gundren (a key which opens up to the Forge of Spells). The party accepts this, and then continues north along the barely noticeable path until they find the Cragmaw Keep. Taros and John remain outside in the bushes of the keep while Cadencia, Varis, and Dexter disguise themselves as Red Brand and make their way into the keep. Together they are taken straight through the keep and lead to the Black Spider, a female figure who is wearing an obsidian mask with a singular eye. She says she has Gundren and all she needs, so there is no reason for this meeting with the Red Brand. She starts to noticeably become suspicious. As the rest of the party are inside the keep, Yeemick and his gang of goblins are returning to the Cragmaw keep and are spotted by John and Taros. Fearing these small gang of goblins might be able to identify their party members that are inside, they try to quietly dispatch the group. They kill yeemick and his group, but alert the attention of the guards at the front of the keep, who, after calling for back up inside the keep (three Ogres), venture towards the noise and confront Taros and John, who charge at them. Inside the keep, the alarm bells go off, pushing the Black Spider to order the bugbears in her presence to attack Varis, Dexter, and Cadencia. With being outnumbered it doesn’t look good for the three party members inside; but in a chance happening Varis smacks a bugbear with the strange staff he found near the odd metallic archway and tears open a momentary portal to the surface of the moon, sucking in a few of their enemies, but nearly dragging himself through the portal in the process. From vantage of the portal, Varis can see the surface of the moon and the planet off in the horizon, but more importantly he can see a giant wreckage or a nautical creature, which appears to be a ship, crashed on the moon’s landscape (while all around are various metallic archways).

Chapter V.
Fighting through the ogres, Taros and John push into the keep, slaying goblins while looting the treasures they find withing; while Varis, Dexter, and Cadencia kill off all of the Black Spider’s guards, and slay her. Feeling they have taken down the leader of the operation, they find out that the one they killed was not the Black Spider, but merely a doppelganger, acting in her stead. As John and Taros make their way to the rest of the group, the party then gathers and finds Gundren chained up in a room. Happy to be free of the place, the party patch him up, and flee the Cragmaw keep before anymore goblinoids show up; but not before Varis loots the body of the Black Spider Doppelganger and finds a very special deck of cards, the Deck of Illusions.

Chapter VI.
When the party returns to Phandalin Gundren explains to the party exactly what was going on. His mining operation was just that, at first, but after discovering the ruins of the Lost Mines of Phandelver, he realized he was close to finding the lost Forge of Spells, a magical artifact that could create powerful magical weapons. He apologizes for not coming clean with this sooner, saying that when he first learned about it he thought that the party were a bit too “green” to handle such a challenge, so he hired the Black Spider. After finding out that the Black Spider was working with Dagon Vile, a powerful lich far to the east, Gundren canceled the contract with the Black Spider against the wishes of his younger brother, Nundro. Nundro then conspired with the Black Spider, giving over all the information he knew about the mining operation just so long as the Black Spider kills Gundren and splits the mining operation profits with him. After Gundren finishes his monologue, Cadencia gives Gundren a key, which brighten his spirits a bit, saying “we’re back in business, boys – without this key they’ll never find the forge of spells.”

Chapter VII.
The party rests for nearly a week, staying at the Stonehill inn with Gundren where they plan their attack at the Lost Mines of Phandelver. During this time, Halia offers Dexter, Varis, Cadencia, and Taros, as well as Cadencia, another job that will align with their current mission – to defeat the Black Spider and bring her back. She explains that the Black Spider was an operative of the Zhentarim, their only member in the kingdom of Uenshara (the land ruled by the Lich Lord Dagon Vile). She explains how the Black Spider was a rogue thief who was once a slave, but escaped the clutches of the Black Spider Slavers guild and became an adventurer for a man named Artwell who runs a guild in the city of Pleasant shores (an island city off the northern shores of the Sea of Altara). The party accepts this mission and then make their way towards the Lost Mines of Phandelver to the South East of the city.

Chapter VIII.
During their week of rest, Varis, who was a monk, trains with Dexter to become a rogue. Halia and the city offer over the Sleeping Giant Inn to the party (as a reward for pushing the Cragmaw clan away from the city of Phandalin), where Taros and Cadencia, along with Droop the goblin, fix the place up and get it running again. During this time, Halia gathers the party together for another meeting, this time explaining that she was sent to this city by the Zhentarim to maintain a foothold in the city for the black network, hoping to gain power over the city as it slowly develops. She introduces Vex (an illusionist) who set up a shop and runs for city council, as well as Abigale, a drow in disguise that handles personal affairs for Halia. She wants members of the party to help Vex run for council, under his pseudo-name or Rakashi, so that the Zhentarim have voting control of the city; and then asks for one of the party members to run for council as well, so the Zhentarim interest as voting control of the city. Also during this time, a Cleric arrives to the city named Cidem who was sent down from the Northern Realm to investigate the myth and legend of vampires, simply on a hunch (and most likely to get him out of the church’s hair for a while). While he is there he helps Pedro and John Tiller build a chapel, discovering vampire spawn hiding out in the city’s ancient grave yard. They destroy the vampire spawn, and after some investigation work, find out that the vampires came from the north, towards a strange kingdom hidden away on a mountain side.

Chapter IX.
When their week of rest is finished, the party travels to the Lost mines of Phandelver, with Gundren in tow. On their first night of travel, the party hears another strange sound in the woods, and finds another archway, but this time there are creatures around. As they watch the scene, the party sees two red illithids and a beholder, which is under the red illithids’ control, being approached by kobolds who are bringing them villagers. The illithids inspect the villagers, killing off the sick ones and then dominating the ones that aren’t, and then ushers them, themselves, and the beholder back through the portal. The Kobolds then depart, but the party attacks them, killing a few but keeping their elder alive. The kobold elder explains to the party that they are bringing the villagers to the Illithids as an offering, as commanded by the Black Dragon which they serve (who had been dominated by the illithids). They let the kobold go and continue their journey in the morning. On their second day of travel, Gundren suggests they take a short cut through the farming property of the Gravels (Gray-veils), an odd, secluded farming family that resides just outside of Phandalin proper. Upon cutting through the cornfields, they are attacked by animated scarecrows, and then by werewolves. After setting the cornfield ablaze, they come to the Gravels family residence, only to find the house boarded up and in a terrible state. Searching the house Cadencia finds two werewolf pups, while Dexter, away from the group, gets bitten by a wererat who was chained up in the attic, contracting lycanthropy.

Chapter X.
As Cadencia rejoins the party, Taros sees she has two werewolves with her and kills one of them, a boy. Using her cloak of many things, Candencia uses a spell scroll of wish and revives the child, which also removes his curse. After this, the excitement appears too much for Gundren, who tells the party that he will take the two children back to Phandalin, but gives the party a map on how to find the Lost mines of Phandelver. He gives them the key, and tells them the Forge of Spells is hidden behind a statue of Dumathoin. After another day of travel, the party finally make their way to the Lost Mines of Phandelver, and encounter Cidem, who had been trailing the party with the best of his abilities. He explains to the party that he had some work to finish up first in the city, and then they proceed inside the dungeon.

Chapter XI.
At the entrance of the mine, the party finds the body of Ulmo, obviously killed off after he proved no longer useful to the Black Spider. After discovering a secret entrance that the Black Spider and her Cragmaw forces had missed, the party pushed into the mine, first crawling through a tight maze with a hiding gelatinous cube and then finding a long abandoned store room. Cadencia split off from the group, locating a few magical items but also spotting Cragmaw bugbears setting up shop in a room and grumbling to one another about the spiders the Black Spider has in her control. During this time, Taros and John split from the party to the southern reaches of the mine, encountering the remains of bugbears and a horde of blood thirsty ghouls. As they fought, the rest of the party joined in the fray, killing the evil creatures. After Cadencia rejoined the party, they rested, and then explored the southern reaches, finding an armory and some treasure.

Chapter XII.
Heading east through the mine, they came across a small room that was filled with a slime. While the party wait by the front door, Dexter finds a small passageway into the room from another way, finding out there is a Behir in this room feeding on the body of ghouls and Crawgmaw goblinoids. He escapes and the party steps back from the room. Remembering his history about Behir, Varis knows that these creatures are terrified of Dragons, being an ancient enemy, and knows there is a dragon card somewhere in the Deck of Illusions which he looted off the corpse of the Black Spider’s Doppelganger. He draws a card with plans to throw it in the room, but draws the card of a Demon that looks like a big red ape. He thanks Varis, offering him one deal for freeing him from his prison. Varis asks for the demon to kill their enemies, which the demon twists into “our mutual enemies,” and immediately strikes the Paladin, John Tiller, dead before going into the room and killing the Behir. The demon then leaves, later learned to make his way to the Cragmaw Clans home and killing them down to the last man, woman, and child. After Cidem revives John Tiller, the party pushes on and finds the Brazier of Green Flame, guarded by a floating Specter (a small beholder with a beak instead of a maw). It explains to them about how it works, but does not let them use it. They fight the creature, who calls forth two other specters to find, and clear the room. During the night, the party rests in the room, placing their metal weapons and armor in the Brazier of Green Flame to imbue them with magical fire properties.

Chapter XIII.
When the party is rested up, they find a foreman’s office where an angry spirit is, one that controls all of the undead moving about in the mine. It cannot freely leave the place, and is jealous of its belongings, attempting to summon the undead to the room to kill the party. Miss-using a magical Hammer of Fear, Taros flees from the room with the spirit latched to him, destroying the spirit and rendering all of the undead roaming the halls to turn to dust. The party pushes their way through the Lost Mines of Phandelver, finally coming to the main Dwarven hall inside the mine, with a long table in the center and a large stone statue of Dumanthoin looking down upon it from the far end of the room. Inside they do battle with the Black Spider and her spiders. She explains to the party during the battle that they are fools, and they don’t know what they are doing. They defeat her, breaking her obsidian mask and revealing a face that, while being very scarred, is very young for a woman who should be in her seventies.

Chapter XIV.
In hopes to keep the Black Spider alive to return to Halia in Phandalin, the party binds her and stabilizes her. They find the body of Nundro, who the Black Spider had slain. They then use the key on the statue of Dumanthoid, revealing a hidden room with the Forge of Spells in it. When Cadencia approaches the room, the pendant around her neck, given to her by her patron Sapphiredge, glows and shatters, opening a portal in which the lich lord, Dagon Vile, and Sapphiredge comes through. Before Sapphiredge can explain, Dagon Vile steps forward and thanks the party for finding the Forge of Spells for him. On seeing the unconscious body of Black Spider, he asks for the party to hand her over, stating that it was her job to get the Forge of Spells for him, but she went rogue after finding out what he was going to use it for. The party stands up against the Lich, but he is too powerful, seizing Cadencia and throwing her into a portal where she is tortured for 10 years to her, but returns to the group in only a matter of seconds barely alive. Unwillingly the party hands over the Black Spider, now known as Irina, and Dagon Vile teleports away with her and the Forge of Spells.

Chapter XV.
When the party returns home they are in bad shape, but alive. They explain everything to Gundren, who is sad to hear that the last of his family and tribe, his two brothers, are now dead and that he is the only one. Even with a heavy heart he begins to set about in restoring the mining operations now that the mine is cleared, and promises to give the party a cut in profits (as well as the opportunity to let the party enchant any weapon they want, whenever, in the Brazier of Green Flame). After this Sapphiredge apologizes to Cadencia. He tells her how Dagon Vile was manipulating him, and that all his wealth was given to him by the lich lord, but at the last moment he tried to betray Dagon Vile. Instead of killing him, the Lich took away all his possessions, and hoped Cadencia would do the job for him. Heart broken, the Bard Tiefling spares her former patron’s life, but warns him that if she ever sees him again she will kill him.

Book III: To Hamarin!

Chapter I.
As the party returns to Phandalin, they lick their wounds and check their bucket lists. They rest for some time, but not too long, because their new keep is finished. Mal Tresender invites the party into the newly rebuilt manor and gives them a tore. He seems suspicious, but he shows the party all the defensive capabilities of the manor, and then leads them to the attic. There he reveals that he was working for Dagon Vile, and a portal opens up. From the portal steps a Yaun-ti, a Flesh Golem (made from the bodies of Mal Tresendar’s dead family members, with his dead wife as the center piece), and a Rakshasa. The Yaun-ti, named Yuya (pronounced Frank), who is wearing a modern business suit, introduces himself to the party and explains that Dagon Vile what’s them to work for him, but first he would like to test them. The Party immediately attacks as the flesh golem kills Mal Tresendar. Before they can finish the fight, the Yuya jumps back through the portal and seals it, but not before triggering all the traps in the house. The party searches the corpses, finding the Cat’s Paw Necklace on the body of the Rakshasa, not realizing its significance, or how vengeful a Rakshasa can be. Upon leaving the attic, they find that all the traps have been triggered, and their new manor is now a giant death trap filled with acid pits, spike traps, displacer beasts, formion, and Slaad. The party fights their way through this, and Varis makes it to the basement to disarm the traps.

Chapter II.
A few days later wizards from the Zhentarim (Tumbah and Pamone) arrive in town. They meet with Halia, who sends the party to Hamarin with them to perform the “raise dead” ritual found, and then incorrectly forged by the party, on Hamun Kost. Before the party leaves, Halia explains to them that she is out here in the “boonies” because the Zhentarim want to kill her, but they can’t, so this is essentially her prison and Vex and Abigale are her jailers. Also, she tells the party of the Aboleth Stone, a powerful artifact, that might also be in Hamarin. She offers them a lot of money for it, saying she knows the right buyer. Another Note, a member of the Zhentarim, a dwarf (who’s name I have lost) went against the Zhentarim to find the Aboleth stone. The Zhentarim sent assassins after him, but they never returned… so his fate is a mystery.

Chapter III.
The party travels east and then south east, and they come across a small hamlet with one of those strange, metallic archways in it… there are also bodies, of both humans and red illithids. Of the people who survived the attack, most of them had a sickness, and that it was effecting the illithids. They met a charging, touched individual named Tom Cullins who brought them to a living red Illithid that was dying. They learned the Illithid’s were planning an invasion, but before they could get any more information out of him, the illithid tries to attack the party and is slain.

Chapter IV.
The party continues on in the Wild Frontier, making great time along the way. Reaching the murky swamps (The Beveled Edges) they come across the ruins a small town swallowed by the swamps. One of the wizards, Tumbah, gives Taros control of his Iron Golem Construct just as the party is beset by a Black Dragon. The party fends off the Black Dragon, dealing enough damage to it so it flies away, leaving its horde behind. After investigating an old church, where the Black Dragon was keeping its horde, they find a kobold slave. They interogate him, and find out that the Black Dragon’s father (an ancient Black Dragon named Dregornax the Deceiver) was enslaved by the Red Illithids, and he was sent here by his kobold tribe to try and enlist help from the Black Dragon in the swamp. After leaving the swamp the party sets up camp on dry land. All seems calm and peaceful as Varis the monk/rogue is keeping watch while the party rests, but his is attacked by a yeti.

Chapter V.
Altered to the yeti attack, the party rushes to put on their armor and gather their weapons; but before Varis is injured by the creature, an elderly Elven wizard appears. His name is Lucain Sinnodel the Third. He apologizes and invites the party into his hovel of a home, which is actually a wizard’s workshop hidden away in a pocket dimension. He offers them a meal and during the course of the evening they learn that he is a Time Mage, and he knows more about them then he should. They also learn that he is inflicted with a Time Sickness, which causes him to pass through time at a different rate than everyone else, popping up here and there randomly. To keep himself in one time, he needs magic, and lots of it, so he goes about hiring people to bring him magical items that he distills down into residuem and uses to hold his sickness at bay. He offers the players a contract, to retrieve the Staff of Stone Shape from a Minitaur (not a minotuar). The players accepts and then leave, but not before Lucian pulls John Tiller aside and gives him manacles to place on Dexter to try and halt his lycantropy he contracted in the old farmhouse.

Chapter VI.
The next day the party ventures out towards the labyrinth that surrounds the lost city of Hamarin. Outside the cyclopean maze, John Tiller sees the remnants of a various camp sights, some belonging to Zhentarim that were once lead by [the Dwarven Zhentarim who’s name I can’t remember]. There is also another tent, a newer tent, and one with magical properties. When the party investigates the chest, they find that it belongs to a Hag of sorts, and they find Hydra eggs… and three Xorns standing guard. After dispatching the abberations, the party then makes their way into the labyrinth.

Chapter VII.
Upon entering the labyrinth the party soon learns the history of the structure, it was crafted by a Dragonborn empire long ago (long before the Phandelver war). No one knows how or why Hamarin was so powerful, but murals depict that this kingdom got their power from an ancient artifact they found buried deep below. As they treverse the labyrinth they come to a large chasm, lined with spikes. Utilizing their Immovable Rod, they party runs a rope along the length of the chasm to cross. As half the party makes it across, three Wyverns attack from a hole somewhere in the chasms. During the battle, Carp, the tag-a-long halfing, heroically fights one of them, but falls into the chasm out of sight. One of the wizards, Pimone, is killed and carried off by a wyvern, and the party manages to slay the other two. Desperate to gather the wizard, Cadencia turns Cidem into an eagle and they follow after the two fleeing wyverns with Varis and Dexter in tow, leaving John Tiller and Taros Behind.

Chapter VIII.
As the rest of the party movies, John Tiller and Taros investigate the chasm, and by use of his paladin familiar, Zeus, John Tiller discovers the chasm of spikes is an illusion covering a scenic park glade. Taros and John then go after the other players. Eventually the party gathers together in the sewage line that wyverns used to enter and exit from the previous battle. Here they find a map in Dragonborn, giving them clues on to which tunnel lead to where. Following the path of the wyverns, the party comes to a cross roads in the tunnel, where Varis finds a sword made from dragon scales and bones. As he touches it, a curse takes hold of him, and he is turned into a Dragonborn… but there is more to the curse. As time presses on, he can feel himself becoming something much worse.

Chapter IX.
Following the trails of the Wyvern, the party comes to an opening where they do battle against several wyverns… and then the Black Dragon from the swamp. Humiliated at his defeat, he allied himself with the wyverns to try and vanquish the party. Cidem is turned into a Giant Eagle, but falls in combat, and so Taros; but Cidem dies. After the battle, John Tillers removes Cidem’s prayer beads and, together with the party, performs a resurrection ritual that almost fails, but Cidem is brought back to life.

Chapter X.
With the Black Dragon and wyverns vanquished the players find signs of Pimone and Carp. Leaving a message in Thieves Cant, Carp explains that the wizard has survived and that they will meet the rest of the party inside Hamarin. As the party climbs up from the chasm they are in, they find they are in a giant park, fenced in all around in a giant dome of iron and metal… with one large hole melted out of it. As they press on through this park, they come across three Githyanki statues. Two are crumbled, one is still intact. They do battle against Basilisks, learning of their petrifying gaze, and use their saliva glands to un-petrify the Githyanki. He is willing to work with the group, explaining that he and his team of Astral Pirates were hired to explore these ruins. One their way, the party comes across a stone path that is blocked by an anti-life shield that keeps all dragon-types away. Varis, being now in a dragonborn form, cannot enter. Cidem removes the curse on Varis, but he is still a dragonborn. Frustrated, Varis allows himself to be turned into a Giant Ape so that he can continue on with the party. On the path, they find a White Dragon fountain with ice cold water. John Tiller collects some, and they then following along to the exit of this “wyvern” park.

Chapter XI.
Passing back into the labyrinth from the Wyvern Park, the party comes to a trapped hallway. They carefully make their way through it, nearly getting scythed in half by the traps. Following after their new Githyanki friend, and nearly meeting the same fate, John Tiller nearly gets pulled into a Sphere of annihilation. As the party presses on, they come to a cross roads. They choose a path and end up in a flooded stone park where a Night Hag and here two coven members are performing a ritual. As the party pushes in, the Hags’ minions hold of the party just long enough to finish their ritual – turning a hyrda egg into a fully formed Hyrda. After a lengthy battle, the party vanquish the foes, and explore the rooms around.

Chapter XII.
Taros and John come across a room they had already discovered when exploring the sewers, and the party follows them down as they avoid the hazards of the maze itself. Continuing following the sewage tunnels, the party comes across a nest of Phase Spiders. As they start combat, Varis notices that there are two cocoons. As they are pealed open they appear to be Elves: A dead boy and a barely living girl. During the battle with the Phase Spiders, the girl elf is pulled into the interdimensional web of the creatures and Varis jumps in after her. He successfully rescues her, saving her life. After dispatching the creatures, the girl is revived. Her name is Meeleelah, and she explains that her and her brother were traveling south from their kingdom, which they escaped from (she said sickness, but she was lying), and ended up here. Varis gives her some items, and they move on deeper into the labyrinth, towards Hamarin.

Chapter XIII.
Following the map of the sewers, the party finds the “Stone Statue” room, where they can look up through sewage grates to see a plethora of Minotaurs, one of which looks extremely stunted. John Tiller and Dexter are turned invisible by magic and then climb up into the Stone Statue room, to find that the minotaurs are having a feast. Dexter poisons the food of the Minotaurs, while John Tiller waits in the shadows, ready to strike. The invisibility doesn’t last, because at the feast is a Gorgristro, and he can see them as clear day. As the battle begins, four Manes hidden below, where Varis and Meeleelah are hiding, animate from stone, latch onto Varis and Meeleelah, and teleport them away. The battle is harrowing, but due to the poison Dexter put in, some of the beasts are weakened and easy to kill. John nearly falls to the Gorgristro, but the creature is vanquished, his soul sent back to the outerplane world which it came (but it will forever remember them).

Chapter XIV.
As the party looks through the wreckage of the battle they find the Staff of Stone Shape, as requested by the Time Mage, Lucian Sinnodel the Third. The minute they acquire the staff, a portal opens up from their contract and Lucain appears. He gives the party their reward for finding the staff and then leaves the party. After the exchange, the party search for Varis and Meeleelah and cannot find them. With Pumbah the wizard with them, he scries them and finds out that they are in the Abyss. The only spell Pumbah can do to fix that would be to tranpose one of them with a member of the party. John Tiller steps forward and accepts the challenge, exchanging his place for Varis.

In the Abyss. Away from the party, John Tiller takes Meeleelah under his wing as they search for a way to exit the abyss. They spend nearly a year there, battling demons and enduring the elements; but they survive. Following the advice of a githyanki sailor who they both freed, they manage to find a way to return to their friends.

Chapter XV.
From the Stone Statue Room, the party (Varis, Dexter, Taros, Cidem, and Cadenica – with Pumbah), find a path that leads across the chasm around Hamarin. From their vantage, Hamarin appears to be a city on a floating island, with a tiny spire holding it apart from the earth around it. When they make their way across the bridge to the city, they find that it appears to be ever night, which causes Dexter’s lychantropy to take effect. Dexter turns into a werewolf and attacks the party, and he isn’t alone. 6 spectral wolves attack the party as well. The party battles with Dexter in his wolf form and subdue him, and John Tiller places the manacles on him. The spectral wolves start to vanish, but one says “Mother Miarra is not pleased, come to her woods and she might forgive you.”

Chapter XVI.
Entering the city, the party finds that the entire city is filled with dead dragonborn. None of them are rotted, almost as if the entire place was hermetically sealed; but after spending some time looting the various bodies and empty vendors, the party notice that the corpses are starting to decompose quickly. Following the trails left by Carp, the party finds an ancient temple to Bahamut where they meet up with Carp and Pimone. Cadencia explores some of the temple by herself, encountering an undead creature which she comically casts fireball on, and then explores the lower levels of the keep where she finds a secret door leading to the resting place of the Aboleth Stone. As she touches it, the voice of the Aboleth fills her head, promising all she desires if she becomes its hosts. Meanwhile, Varis finds something secrete of his own, the Book of Vile Darkness, which takes hold of him. When they reconvene with Carp, Pimone, and Tumbah, who are setting up the Raise Dead ritual (that the party forged), Carp reveals himself to actually be Vex, the drow “guard” of Halia, and expositions that the Zhentarim are using the spell, which Vex and the wizards know the party incorrectly forged on purpose, to raise an army of undead to do their bidding. Their first stop when the undead horde is Phandalin, if the party doesn’t agree to help Vex kill Halia. Taros acts out and attacks Vex, but before anyone can react, the ritual works, causing a huge gout of undead energy to swarm all over the entirety of Hamarin, awaking every single dead creature… and they instantly start laying siege to the Temple of Bahamut. A battle breaks out as Tumbah tries to halt the ritual, but there is no hope. Vex is dealt a fatal wound and falls from a window, allowing undead to start pouring into the temple. As the party tries their best to turn the tides, Cidem risks his life to stop the ritual and falls. Tumbah then risks his life and halts the ritual, causing the undead horde to return to their former dead form.

Chapter XVII.
Somewhere else in the city, a wizard is searching the ruins of Hamarin. He is a freelance investigator known as Magic Man, hired by the kingdom of Melchor in the Northern Realm to seek out ancient sites of great power and report his findings. His last mission didn’t go so well. As he battles a few undead creatures, he comes across a one armed drow. He patches him up and he sends him on his away. As he continues through Hamarin, he finds the temple of Bahamut, nearly buried in a pile of dragonborn bodies. Entering the temple, he finds the rest of the party.

Chapter XVIII
With the battle concluded against the undead, John Tiller and Meeleelah emerge, following the strange glow of undead energy to the material realm, finding out that the very thing the rest of the party was trying to halt was the very thing that helped them to escape the Abyss. They are met by Magic Man as well, but before proper introductions can be made, they feel all of Hamarin start to quake. They spend some time looting what they can and then use Magic Man’s Well of Many Worlds to leave Hamarin before it collapses.

Book IV: Illithids and Time Travel

Chapter I.
Heading back on their voyage from Hamarin, the party encounters another party of Illithids and watch them take more villagers. They press on the next day and come to Phandalin, only to find out that in the town square is one of those strange, metallic archways. All around the city, monsters under the red illithids control. They split up, some going to the keep, while Taros finds Gundren, the body of Abigale, and Droop in the Stone Giant Inn. As the rest of the party fortifies their location at the Tresendar Manor, Taros slips through the sewers to Abigale’s workshop in Halia’s home, finding the Illithid staffs they have left with her. Returning to the rest of the party, they talk things over and realize that the Illithid invasion had begun. As they decide what to do, a party consisiting of two beholders, two ettins, and six Hobgoblin warlords are at the front door… and their ready for war. After a large scale battle, Dexter uses one of his Death Arrows, killing one of the Illithids and removing its control over one of the beholders. Enraged over being mind-controlled, it lashes out at everyone around, even its former allies, changing the tides of battle.

Chapter II.
After the battle is concluded the party fortify their home and decide what to do. With one of the Hoblin Warlords at their disposal, he tells them of how the Illithids are taking over everything. Before they decide what to do, an Illithid shows up at the door and their manor is surrounded by hundreds of townsfolk, all under the Illithids’ control. It gives the party an ultimatum: Willingly join us and we will make you kings of this land, or we will assimilate you by force… resistance is futile. The Illithid then tells them that they have two weeks to decide. Short on options, Magic Man uses his Well of Many Worlds and teleports the party to Melchorto escape. They leave Gundren, Meeleelah, the Hobgoblin Warlord, and the one armed Vex at their manor to keep up appearances while they are away.

Chapter III.
In Melchorthe party decides what to do. They know they have two weeks to make up their minds on what to do about the Illithids, but they are in need of some rest. The party rests up and then goes about the city of Melchor while Magic Man meets with his superior, Wrem Namfoodle, to tell of his findings. In Melchor, the party sees many great things flying ships, lizardfolk hookers, and a fighting arena where Vairs faces off against Gerrit Granitebite, a halforc fisticuffs. With their winnings by betting on Varis, Dexter and Varis invest in a deepgnome bank and buy The Goat, a tavern in which they were staying the night. They also go out and do some shopping. Meanwhile Magic Man discusses the Illithid invasion with Wrem Namfoodle (and his assistant elf Amakiira). He asks Magic Man to give him a day or two to figure something out.

Chapter IV.
The next day, the party joins back together and Cadencia reveals the effects of the Aboleth stone to Magic Man. Magic Man refuses to help, out of fear of what the ancient Artifact might do to him. Amakiira takes the party through the town, taking them to a central fare. There they see Dagon Vile, and before John Tiller can attack him, and try to strike his name of his Red Mage hit list, Amakiira explains to him that Dagon Vile is the Emperor of Uenshara, a vast desert kingdom to the east. Killing him would start a war the Northern Realm is not able to win. John lets it go and then the party discovers Reidoth, the odd wizard from Thundertree. The old wizard has no idea who anyone is, but he gives them access to the “magical tent” which he is presenting along the streets of Melchor. Inside, John Tiller comes face to face with the Rakshasa which the party thought they killed in the Tresendar Manor. The Rakshasa is dealt with and John finds the body of Reidoth and a strange Four Faced Key in the magic tent. As the party exits the tent, the creature pretending to be Reidoth turns into a Slaad and before anything too bad can happen, Dagon Vile uses his magic to tear down the magical tent and take the Slaad away, giving the party a wink. That night the party goes shopping for magical artifacts and meets Sinod, a miserly old magic user with a face scarred by burns. Cadencia haggles with him and continuously gets stone walled, until Magic Man shows up. The history between the two wizards cracks Sinod, and he offers fair prices, allowing the carpet to purchase a Magic Carpet of Flying. Also, Dexter goes and buy a gun. Also during their tour of Melchor, Taros comes across Hot Carl, who explains to Taros that the Red Brand are starting a new venture-capital project in Melchor and that the Zhentarim are to keep their noses out of it.

Chapter V.
The next day, Amakiir brings Magic Man and the rest of the party to Wrem Namfoodle, where he thinks he has a solution. In his studies, he found that Shimmer Stone was known to disrupt the psionic powers of the Illithids. The only problem, Shimmer Stone hasn’t existed for thousands, if not hundreds-of-thousands of years. He has a solution though, there is a time mage named Lucian Sinnodel the Third, a young up and coming wizard from the Elven kingdom of Pair’El to the north. Below the city of Melchor is an ancient dig sight there Shimmer Stone can still be felt, and Wrem explains that Lucian can use the energy there to hurdled the party back through time to when Shimmer Stone was Plentiful, and then return with the tools to fight the Illithid… also, Wrem offers a handsome reward for any extra shimmer stone the party doesn’t use, because it can be used to make Melchor even more prosperous(the most prosperous kingdom in the Northern Realm). The party agrees, saying that they know Lucian, but when they meet him they realize that this Lucian has never met them. He is a younger version of the one they met in the swamps outside of Hamarin.

Chapter VI.
Before the Time Travel can commence, the party must clear out the dig site. It hasn’t been used in years, ever since funding was cut, and Underdark creatures had begun emerging. The party battles Umberhulks and find what they were looking for, an odd series of stone statues standing in a circle, in the midst of them is the crystaline structure of a dragonborn appearing to be holding something that has long since been removed from his hands. After the coast is clear, Lucian, his helper Endo Emelendo (a half-elf in awe of meeting Magic Man), Wrem Namfoodle, and Amakiira, beginning setting up the time travel ritual. Cadencia is feeling the effects of the Aboleth Stone weighing on her, and decides to “sit this one out.” Cidem offers to stay behind and tend to her, thinking she is just ill (and he fears it is the Cackle Cough sickness which has been sweeping the country side). Before the ritual is finalized, Lucian gives the party The Time Egg, which will allow them to return to this spot once their task is complete, but they must hurry, because he cannot keep the portal open for long. The party jumps through the portal and travels hundreds of thousands of years in the past. During their transport, they spot a strange old man in a black jacket with a boulder staring at them from the shadows. He is leaning on a cane and is wearing a proper boulder. Before they can talk to him, they arrive in the past: Dinosaurs swarm the sky, dinosaurs swarm the land. Using the Time Egg as also a locator to where Shimmer Stone is, they start exploring the prehistoric times and find Half-dragons being ambushed by primordial humanoids. The party (John Tiller, Varis, Dexter, Taros, and Magic Man) joins the battle, and speak with the primordial humanoid. They find out that her name is Ayla, and she is from a tribe not to far from here. After seeing what they can do in combat she is impressed and thinks they can help her tribe in the coming war.

Chapter VII.
At the tribal home of Ayla, the party meets a Guardian (a creatue of myth that was claimed to have herded the humanoids to protection during the “Great Disaster”). It explains that this tribe is protected by him, and there is little he can do to help them on their quest, but he does tell them there is an old kingdom, lost but still intact, ruled by G’Thuul (a fallen of his kind). There is plenty of Shimmer Stone. He also tells them that Shimmer Stone is much needed to battle against the dragons here, especially Tharax the Rage Demon (an Ancient Red Dragon), which is threatening their existence. The party then sent out into the wild of the primordial forest. Calling for his stead, John Tiller finds that Zeus does not appear, but a Unicorn.

Chapter VIII.
When the party reaches the fallen tribe, they find it is a temple filled with secretes, traps, and dangers. Exploring its interior, they find a Shrine to Vecna. After John Tiller and Magic Man dispell the evils there, they find Vecna’s Eye, his staff, and Blackrazor, his weapon. Continuing through the dungeon, they learn G’Thuul is active there, creating Yuan-ti servants. She tries to take Taros as her lover, since her husband, a primordial dwarf, was killed by dragons. Taros rejects hers, and is cursed. As they push further into the dungeon, they find the deck of many things. John Tiller draws a card, which causes a fiend to choose him as his emnity (the Rakshasa). Magic Man draws the Kingdom card, and is granted a title and land… but he needs to free it. The party also finds a lamp, and return it to a “genie” named Dhal Aziz. He thanks them, and says that if they are ever in the elemental plane of fire they should look him up.

Chapter IX.
After dealing with some difficult battles (in one they sent Messerex, G’Thuul’s right hand maiden to the elemental plane of fire, and in that same battle Dexter got the legendary dagger named Whisper). The party come face to face with G’Thuul. They defeat her, but spare her life after realizing that she is trying to defend her people against Tharax. She gives them the lots of shimmer stone and offers to rally forces to aid the Guardian. Before they venture out, Varis, realizing the book of Vile Darkness is taking him over, leaves a note for the party and leaves, hoping to find the Time Stream and deposit this book somewhere far away so that it can do no harm. In the morning the party finds the note and share their thoughts. With heavy hearts, the party remained determined and sets out for the tribal city to deliver some shimmer stone to their ancestors.

Chapter X.
Meanwhile, in the present, Endo Emelendo the wizard half-elf watches as Lucian Sinnodel the Third remains focused on keeping the time stream open. For him, the party has only been gone a few moments. He clutches the hidden Moonblade at his side, a weapon he had stolen from his father (a dignitary of Pair’El), and watches the two attendees at the ritual: Cidem and Cadencia. After a few more moments, a series of tentacles burst from a Cadencia, Aboleth Tentacles. They consume everyone in the room… except for Endo. With no place to go, he jumps into the time stream, where he encounters an Aspect of Gond, an Astrosphinx, that crowns Endo as a chosen of Gond. Endo rushes back in time and finds the party (Magic Man, John Tiller, Taros, and Dexter) in the Tribal city. He tells them of what has happened, but before the party can rush back to the time stream opening, the tribal city is attacked by the dragon army of Tharax. Using his chosen powers of Gond, Endo slows time for the Guardian as he performs a ritual with the shimmer stone, turning the strange Gaurdian into a gargantuan platinum dragon. The party uses this as a chance to escape and flee to the Time Stream.

Chapter XI.
As the party hurdles through time, they are met with the Astrophinx, which condemns the party for dabbling in time travel. He explains that it is a privilege only gifted to the gods. He battles the party to prove they are worthy, and deems them strong but unwise. He explains to them that the “world is no more” do to their dabbling with the time steam. Cadencia, taken over by the aboleths, has taken over the world from the beginning, and the material realm is now lost. He says that Gond is willing to help them, if only they turn over the Eye, staff, and sword of Vecna. Magic Man refuses, and Gond’s aspect dismisses them to the end of time.

Book V: The Nine Hells

Chapter I.
While at the end of time, the party find a single lamppost with magical properties. They use it to return to their time, only to find themselves in the Outer Planes realm of Elysium, home of Taros and John Tiller’s god, Chauntea. While exploring the lands, trying to find their place, they come across a group of wandering giants. The Giants try to shake the party down for coin, but the party (John Tiller, Magic Man, Endo, Taros, and Dexter) goes on the attack and slays them. In their possessions, John Tiller finds Yhornn, the Giant Slayer (an overly large great sword and non-magical, god killing artifact). As they press on they meet up with a Solar, a creature which has watched John Tiller for some time. It directs him towards the forest of B’Ien, a material realm forest that was salvaged from the wreckage of the material realm’s destruction. He explains to John that maybe Chauntea can help. As the party makes their way through Elysium and int’ the forest of B’Ien, they come across a wandering Devourer. They fight the creature and its undead minions. The battle was successful, but Taros falls in combat. The party attempts to resurrect their dwarven fighter, but it is no avail. The Dwarf is dead. Heavy hearted, the party continues on, meeting the Black Spider (better known as Irina), and she reveals that there are a lot of people from the material realm that are still alive.

Chapter II.
Arriving at the forest kingdom of B’Ien, the party meet many people they know (Gundren, Halia, Irina, Droop, Vex, and even The Goat is there). They rest up for some time, almost a half a year, as they take in everything that has happened and wait from Chauntea, the goddess of fertility, life, and harvest to return from her council of deities. They meet Thorin Oakenshield, an wood elf ranger who is king of the B’Ien forest, who offers them as much aid as he can. After rest up, the party heads towards Glendaldil, the home of Chauntea, to ask her for a favor: To restore the material realm.

Chapter III
After burying their long time companion Taros, the party heads out on their journey. Thorin Oakenshield introduces the party (John Tiller, Dexter, Endo, and Magic Man) to a young Aasamir Sorcerer named Anton who is riding a blue drake as a stead. Together they make their way toward Glendaldil. On their travels they come across John Tiller’s Solar friend again, only to find out that it is the Rakshasa in disguise – again. It nearly gets the upper hand of the party, but is defeated (but not destroyed). They arrive at Glendaldil only to be met by Meeleelah, who is now a Green Knight and chosen of Chauntea. She denies the party entry on only one exception, a duel with John Tiller. They battle, equally matched, but John Tiller defeats her and spares her life. The party is then shown inside the kingdom where they will wait until the next morning to meet with Chauntea.

Chapter IV.
During the evening the party went their separate ways. Endo finds a library and studies up on demons and other magical things. After his thirst for knowledge is quenched he heads for his chambers to sleep. Endo is woken in the middle of the night by the Androsphinx, the aspect of Gond. It asks him what he is going to request of Chauntea and Endo answers truthfully. The Androsphinx reminds him that if their task fails, Gond still smiles upon him. John Tiller and Dexter spend their time at a mess hall in Glendaldil, where they meet up with Hot Carl, from the Red Brand. He explains to Dexter that the RedBrand have started making good money in Melchor before the world was destroyed, said they found a new leader who pays them in blood red gold. He offers a gold piece to Dexter, which feels as if it is wet with blood, but Dexter keeps it as a token to let bygones be bygones. Hot Carl asks him if he has a plan to fix the world, Dexter shrugs, but Hot Carl offers to help if he can… he likes having a world to plunder from the underbelly (he also warns Dexter that GlassStaff is back, and working for the Aboleth Queen and Astral Pirates). After getting drunk, John Tiller retires to his room. He is met by Meeleelah, and sexy time happens. She offers him Three Green nights to take with him as protection, and gives him a teleportation stone that will return him to his room if things get too rough and he has to escape. As Anton the Aasimir sorcerer tries to sleep, a shadow of the Aboleth Queen appears and gives him a locket, saying that if he joins them she will give him anything he offers. He rejects the offer, but stuffs the locket into his belongings and goes to sleep. Before heading to his room, Magic Man tours the halls of Glendaldil and finds a barracks. He looks through their holding sells to find Sinod there, and promises to rescue him. On his way out he comes across a Teifling woman wielding a giant hammer. She is a being of rage and fire, and has little to do with him. As he leaves to his chambers, he makes a donation to the barracks. In his chamber at night, he relaxes and gets drunk on wine. He contacts Dagon Vile and discusses what is all involved in being a Lich. After sharing a few drinks, Dagon tells Magic Man that he hates the Aboleth Queen and that together, the party and Dagon, could get the jump on her by pretending that Dagon Vile captured them. Before the trap is sprung, Dagon Vile would remove Lucian Sinnodel from the Aboleth Queen Cadencia, making it possible to harm her before she slips away throw time. Magic Man denies this offer, and then dismisses Dagon Vile and goes to sleep.

Chapter V.
The next day the party gathers in Chauntea’s anti-chamber and argue as to what they should request of Chauntea, only to find out from her servant that she does not have the power “revive the planet.” When they meet with Chauntea they find out that the Aboleth Queen Cadencia is petitioning to become a god. While it well within the Aboleth Queen’s right, the gods are opposed to the idea since the Aboleth and the gods have always been at war. The party also finds out that while Chauntea cannot revive the planet, she can offer them a few solutions. 1. Make a deal with her sister, the Raven Queen, to get the soul back; 2. Speak with Gond, who has certain segments of lost time saved; 3. Allow them to join her as she find s anew sphere of existence to plant gardens once again. Not fully listening, she chooses for the party and summons her sister, the Raven Queen. While they wait for a response, Magic Man gives Chauntea the eye and staff of Vecna, as well as the Blackrazor, to make sure that it doesn’t fall into the wrong hands… and ending the corruption it was causing him. A few moments later, her Envoy, a Vampire Lord named Nerrot, and converses with the party. He says that while the Raven Queen did have the soul of the planet, she likes to gamble and lost the Soul of the Planet in a game of cards to a Rakshasa named Deronamous, Keeper of the Four Faced Key, Lesser Duke of Maladomini, Speaker of the Last Element… the same Rakshasa that has been tormenting the party for some time. Nerrot also explains that it seemed intentionally, since the Rakshasa left a note for the Raven Queen to give to the party if they came looking for the soul of the planet, reading: “If you losers want your world back, you have to get it from me. My turf this time, the last time. Meow Meow mother fuckers! (Oh, and bring my key back).”

Chapter VI.
Nerrot can provide transport to Maladomini, the seventh layer of the nine hells, claiming he has vampire allies there that can assist them. The party gathers with them two green nights, a cleric, and three red brand (one of which is hot carl) to join them. With the party gathered the teleport to Maladomini, where Nerrot leads the party to Everthirst tower. Before the party has a chance to react, they are ambushed by the Everthirst Brood. Nerrot laughs at the party, calling them imbeciles to ever trust a vampire; but together the party fights through the undead horde… but not without their own casualties. Two members of the Red Bran, and the cleric are killed, as well as John Tiller. After the battle, the party rushes inside the Everthirst Tower and resurrect John Tiller. He is alive, but is not waking up.

Chapter VII.
With John Tiller rushed into Everthirst tower and revived, he wasn’t waking up. The party Inspected the tower to discover that not only was it once a religious tower belonging to the lost empire of Aradaen, but it was cursed so that no healing or teleportation magic could take place… or was at least drastically effected by it. Magic Man used his Ring of Three Wishes to momentarily halt the effects of the curse allowing the party to heal; and then vanished without a trace. Endo sealed the tower of Everthirst after Hot Carl and the knights rushed in, explaining that the undead monsters were starting to rise – seemingly unharmed by the previous battle. The party split into two groups, Hot Carl and the Knights stayed above with the carpet of flying, while the rest of the party went down below to find the source of the curse. Crawling through the bowels of the tower, they discovered that this tower was once erected around a tree of Eldath, a symbol of the holy artifacts godly powers; but it has long since been desecrated since coming to Maladomini some 100 years ago. As they pressed on, battling ghosts and figuring out puzzles, the party (John Tiller, Endo, Dexter, and Anton) came to the source of the curse – Ullonth the gifted. Together they fought and defeated Ullonth the shadow dragon and his two Chimera sentries; but in the battle Anton was killed the shadowy powers of the dragon. Just beside his body, radiating a holy aura, is the Staff of Eldath. (Also, Dexter used a Dragon orb, a treasure he found a long time ago, and awoke its spirit, a Spectral Dragon named Krynn which blessed the party in their fight against Ullonth; and when Anton fell the first time in battle, the locket given to him by the Aboleth Shadow came to life, surrounding him in tentacles and giving him new life… but he was quickly slain again).

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