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SEWER-SIDE SQUAD

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Journals - Entity list

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(Following: 2. House of Thalivar )


Rescuing the Missing Patrol

A half-orc stonemason that has been a good hard worker alongside Tallon the Tall (named Breltora Red-Eye) approaches the party one morning, a worried expression on her face. She is friends with one of the garrison soldiers, Private Vester Jessup. He works under Sgt. Yorrum, and he was set into the Mere of Dead Men as part of a regularly scheduled patrol. Vester told Breltora that Yorrum has them patrol the stretch of the High Road that runs along the edge of the terrible swamp to ensure that no dangerous creatures have established lairs there.

During the rebuilding in the past year, these patrols have not spotted anything more dangerous than a nest of snakes or a random alligator. But for the first time, a Leilon patrol has failed to return - Private Vester was among the patrol’s four soldiers, now a full two days late. When she approached Sgt. Yorrum, he brushed off her concerns, insisting he can't spare any more of his troops to look into the missing soldiers, especially with the recent threats from the lightning worshippers and the undead. Breltora hopes you might find out what happened - she has a map that Yorrum tossed to her, suggesting maybe someone else might address her complaint.

(Ahead of this mission, the party gathers some information on the swamp, see part-1 of History of the Mere of Dead Men)

Into The Swamp

The party travels along the High Road southward, toward Mere of Dead Men - plenty of crocodiles and pythons (each from man-sized to enormous), a team of powerful hunters in the distance fighting a huge many-headed beast called a hydra (Ujio notes parts of the creature are used by alchemists), quicksand pits, and a variety of humanoid-things adapted to this environment:
  • Lizardfolk (not evil, nothing like the Kobalds that attacked Phandalin, basic tribespeople)
  • Bullywugs (Evil frog-humanoids)
  • Yuan-Ti (Evil snake-humanoids)
Piecing together some lore between Willow speaking with the Lizardfolk and the rescued merchants, the Yuan-Ti are ancient and wicked and apex of these races. Once ruling empires in time forgotten, and now spread throughout the world in cults and temples to dark gods, including most certainly close ties to the Cult of the Dragon.  While unable to challenge the physical or sorcerous strength of the Yuan-Ti, the Bullywugs consider themselves the rightful rulers of all swamps. They are thoroughly evil, murderous, untrustworthy and spiteful - viciously competing for made-up titles to make them feel lordly even in the muck of their bog kingdoms. Bullywugs’ strength lies in their sheer numbers and ability to organize; able to speak over long distances and with the amphibians of their lands.

Last, the Lizardfolk are a primitive people who generally keep to themselves, rarely even trading with other races. They are not really able to think in terms of good or evil, they are very basic. Though they speak Draconic, their ties to dragons are not really known - other than, as with the Yuan-Ti and Bullywugs, they can be easily intimidated into serving strong masters - and so sometimes are forced to be the patrols, servants and even soldiers for dragons.

The missing patrol from Leilon was captured by a band of Lizardfolk, who apparently used trespassers as distractions to lure the swamp’s trolls away from their village, which had been repeatedly attacked. A group of merchants had also been captured, and the Lizardfolk were dragging both the Leilon patrol and the merchants in cages pulled by giant snails (one of which was a “Flail Snail” - somewhat terrifying!) Willow was able to converse with the tribe’s leader and convince them to release the prisoners if the party eliminated the troll threat.

Ultimately, this was done, and one of the merchants even suggested the tribe could relocate closer to Leilon and they could share in the defenses of each other. This became the plan after the party fought and killed the three massive trolls causing the immediate threat. Promising to speak on behalf of the tribe, the party returned to Leilon with the patrol and the merchants (whose guild rewarded the party with 500 gp!) and the Lizardfolk tribe packing up to shift to re-settle some 10 miles southwest  of Leilon inside the Mere.

On the return, one of the merchants tells a tale of the Mere of Dead Men (see: History of the Mere of Dead Men).


(Next: 4. The Scaly Eyes - which follows the party's engaging The Dragon Queen story)

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Instigator
Fheralai Stormsworn

(From : A. The Battle of Leilon )

Loose End : Cult of Talos / (12th level)


Dreadnought

The champion of Talos, Fheralai Stormsworn, once more escaped death by will of her deity - resurrected at the Tower of Storms in a shock of lightning after falling from the great bird mount, her Roc. As word of the battle's conclusion reached  Dagult Neverember of Neverwinter, the Lord Protector has offered 8000gp bounty for tracking down and sinking the pirate-barbarian's flagship, the undead ship called the Emberlost. The advisory council of Neverwinter believes this will end the lingering threat from Talos through these forces, which still threaten ships and settlements along the Sword Coast.

The Ships of Luskan are similarly on alert to this threat, having already punished Ship Rethnor for having colluded with the Talos Cultists.

Bronze Dragon

There is reason to believe the association with the Unknown would also lead to the opportunity for the Dragon Rescue.

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Mithral Hall (sometimes spelled Mithril Hall) was a dwarven stronghold beneath Fourthpeak Mountain in the Frost Hills, part of the Spine of the World. It was one of the best known dwarven strongholds in Faerûn.


(See also: wiki)

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h'Rothgar Anvil'bjorn

A dwarven cleric so devoted to the god of the forge and metalwork, he is rarely seen without his hammer and outside his mail armor. h'Rothgar is the son of the prolific (in both forgings and children) Überdvärg Anvil'bjorn. The Anvil'bjorn clan once held a position of prominence in Dorn's Deep under the Wyrm's Tooth glacier of the Spine of the World mountains, but driven out by invaders were forced to scatter and settle where they might be welcome - or at least tolerated. Like many of his siblings, h'Rothgar is born of a dalliance his father had in his travels - but Hildra so loved raising children, she welcomed them all, even the ones with features and skin tones that were clearly other than her own.

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h'Rothgar had been a promising cleric in the temples, in fact - even sent to assist a retiring Hierophant in a project down in Waterdeep. Something seems to have gone amiss in that assignment as he made a hasty retreat from there to the far north and now has turned his interests to Rime of the Frostmaiden.

On his journey north, he is said to have had a transcendent vision from Moradin aboard the vessel Twinkle, of Ship Kurth, as it entered the harbor of Neverwinter. He fell to his knees, eyes wide and mouth open on seeing the floating islands" (earthmotes) called Pirate's Skyhold and Fisher's Float just north and south of the harbor. (See: Storms to the North and Death to the South)

Forge Cleric (Variant)

Bonus spells (always prepared, do not count toward total):

  1. (st) level spells: Identify, Searing Smite
  2. (nd) level spells: Find Traps, Magic Weapon
  3. (rd) level spells: Protection from Energy, Tiny Servant
  4. (th) level spells: Fabricate, Stone Shape
  5. (th) level spells: Creation, Suspension

Divine Abilities:

  • (1st level) Blessing of the Forge (1/long rest) make a non-magical armor, simple or martial weapon +1 until next long rest.
  • (2nd level) Channel Divinity (1/rest - 2 at 6th level, 3 at 18th) Turn Undead or Celestial Armor
  • (6th level) Soul of the Forge: Resistance to Fire damage, +1 to AC when wearing Heavy Armor
  • (8th level) Divine Strike: one attack per turn does +1d8 fire damage
  • (14th level) Improved Divine Strike: one attack per turn does +2d8 fire damage (replaces Divine Strike)
  • (17th level) Saint of Forge and Fire: Immunity to Fire Damage, While in Heavy Armor: Resistant to non-magical Bludgeon, Piercing, and Slashing 

Celestial Armor: (bonus action) Instantly doff (Moradin-consecrated) armor you are currently wearing, vanishing to a celestial plane under the protection of Moradin.  At any point in the future, with a word (and bonus action) the armor so sent away can be instantly donned from that celestial plane (and nicely cleaned and shined!) (Consecration of the armor can be performed using Ceremony).

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Talos The Storm Lord

God of tempests, and destruction, called Kozah by The Netheril. Leader of the Gods of Fury (which included)

  • Auril (Frostmaiden Goddess of Winter),
  • Umberlee (Great Storm Queen of the Sea, Goddess of the Deep),
  • and Malar (The Beastlord, Master of the Hunt).

Recently more active through the actions of Anchorites of Talos led by Fheralai Stormsworn, a half-orc Unknown. The war-priestess and her followers seem to truly have a connection to this force-of-nature god, having conducted significant miracles including

Some kind of objects or locations have been driving the activities - along the coast seems focused on Leilon and another within the Neverwinter Wood.  (The latter has suffered severe setbacks at the hands of Our Party, the Emerald Enclave and Venomfang - some of this hidden to the party's knowledge).

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