Taking a moment to regroup, our Heroes confronted Bhos Victus, attempting to find an answer for all that transpired. Leaving a friend behind was a far more grave ordeal, knowing that Scytarnith would find his execution soon. But attempting to free him would be seen as treasonous, especially after an attempt on the King's life was taken. So the Champions regrouped in Bria, speaking with the ESS and attempting to find the trail they should follow. Until Bingo showed up and offered an item. An Amulet of the Planes. Complete with a rollup bag of tuning forks. Pandora thinking she has found the right one, pings the tuning fork, then taking each others hands, they take a deep breath and feel almost weightless. Then a sudden burst of pain as they transition. Something went wrong...something is different.
Session 4: Welcome to the Jungle Visitor's wishing to see a skillful dinosaur race were poorly mislead...as they stumbled from the beginning and few of them could even hold strong. However, by sheer luck, and a bit of help from the more aggressive dinos...Arvon would go on to win the race. However, Arvon is seen as a target, and now being marked, and attempting to poison him, it's left the halfling feeling a bit less than welcomed. Looking to help keep the peace with these adventures so to make his life easier, as the others bicker, he and Tac look to settle these qualms so to focus on the ultimate goal of not dying!
Session 15: Accepting Your Destiny The executioner's axe has fallen. A stillness rests over the city of Keleto. The people, still reeling from the lost of their leader Lady Gladomain, mostly vacant from the city streets. The Empire has fallen silent with the loss. The Champions of the Empire are now faced with an insurmountable challenge...finding the source of Tyris' power, and choosing a path in which to take him down. Unknowing of the deception of Kai, it's only a matter of time before the Empire comes face to face with the real evil which resides within him.
Session 30: Another 30 Something The gates begin to close, one by one the Fey-Team looks closer and closer to shutting down the powers of Tarul Var's Phylactery within the Doomvault. Not to be deceived by the succubus Pencheska they would power through, looking for the gates they need to closer and stop the madness of the Thayans. However, new challenges have awaited our adventurers in the Predator Pools, as they stumble across a spirit naga, controlling and eating the prisoners alive within the chamber. In the previous chamber, a different type of threat, a large dragon turtle looking to escape his prison...and our adventurers unsure how to get him free.
Session 12: The Grand Dame Learning of the Fire Giant attack on Triboar, Bear Team Six was giving yet another task, to visit Everlund and give the badge of Triboar to the proprietor. While in Triboar, however, our party took notice of several wagons, with Lessilar stepping out to greet them, a smile upon his face. Returning young Artan to his mother, who was less than thrilled with his return, the party was then propositioned by Waterbaron Ruthiol to "investigate" the Grand Dame to find out information about the disappearance of young nobles, and get dirt on Lord Drylund himself. With the adventurers securing ways to board the ship without drawing attention to themselves, the stage for their journey is now set.
With Max still gone and Varram in their possession, our adventurers press forward, heading towards the city of Waterdeep. Attempting to decipher all possible options ahead, including entry into the Well of Dragons which currently holds the White Wyrmspeaker's mask, and delivering Varram to Leosin and the factions of the Council of Waterdeep for further interrogations. However, the path ahead is dangerous, and full of tricks and turns. While venturing towards Waterdeep, the party encounters a female elf who has sustained several injuries in her journey. As the party begins to check over the elf, the sound of giant wings flapping as a blue dragon descends upon their location, with a half-dragon riding its back.
Our dual Civil War Campaigns, which were born from right here on D&D Beyond, have reached the final stretch of Season One, and as we begin to wind down, we hope you'll tune in for the exciting conclusion!
FINALE PART 1: The Prophecy
The path for the Empire is one of pride and pain. Long forgotten are the days of solace and civility within the Stormholme Empire, overtaken now by fear and death. The Champions of the Empire prepare to journey to the southwest, towards unknown lands, in an attempt to disrupt the God known as Tyris the Ascended, and close the Mabar manifest zone which links Toril to Eberron. For the Alliance, they need to find their way home. Having failed to planar travel to the island of Wrint Key, the Heroes of the Isles look to gain knowledge from the city of Shae Mordai, by speaking with the now dead remnants of Lady Gladomain. But, if the Empire is successful in destroying the manifest zone, our adventurers may very well be stuck on the island of Aerenal for the rest of their days.
Session 31: The Phylactery Vault After freeing the prisoners of the Predator Pools, the party would release the dragon turtle from his pit and look for a way to allow him to escape. However, as the Fey-Team ventured forward, the dragon turtle looked to do what he could to aide our adventurers, and quickly began to lead the assault, slaying the resistance as they dove deeper into Thaymount. This would please the dragon turtle. However, it wasn't long before the last required gate was closed and our adventurers found themselves preparing to venture deeper into the Doomvault to do considerable damage to the phylacteries of Szass Tam and the liches of Thay. Syranna's end goal is clear: enter the phylactery vault, defeat the guardians, and disrupt Tam's magic.
With the dragons growing more bold, they become a larger threat to the people of the Sword Coast. As the party came to the aid of Cylanestrial, the blue dragon had other plans. With the rider at his side, and distracting the party slightly, the dragon would eliminate the legendary scout from Waterdeep and immediately flee, looking to get as far away from the party as possible, despite his fallen friend. The party would continue to head back to speak with Leosin, and to deliver the cult wyrmspeaker Varram. Though the party was able to gain limited information from him, the dwarf is still useful to our adventurers, and could possibly assist them with their next task, destroying the Draakhorn. Only one question remains to be answered, will Max return before the party heads off to the Sea of Moving Ice?
Session 13: Beneath City Streets The party formerly known as Bear Team Six stumbled their way aboard the Grand Dame, a casino riverboat owned and operated by Lord Drylund of Yartar in search of more information pertaining to the disappearance of a handful of noble youths. After some investigation, Lucas and Qilenae would stumble upon the lady in purple, Lady Atalia. And when the party approached looking for answers, she detoured them outside of the casino to the Yartar city streets. She would inform them of her predicament, being forced to lure the nobles away for a sorcerer named Oosith, who claimed he would kill her if he didn't assist. She would explain how she doesn't believe Lord Drylund or the Grand Dame are involved, but isn't sure how to stop Oosith. It was here that she would part ways, tapping a sewer grate beneath her feet for the party to use.
Our adventurers re-emerge from beneath the Dock Ward of Waterdeep and venture back into the city as they prepared for their trip northward. The party, holding out as long as possible, hopes they are finally reunited with their friend and companion Max, after spending much time with Diderius. However, our adventurers cannot wait it out much longer. With each passing moment, the strength of the dragons are called upon by the draakhorn. As the day goes on, it's quickly becoming time for our party to head to the Sea of Moving Ice to silence the horn for good.
Our dual Civil War Campaigns, born right here on D&D Beyond, have reached the final stretch of Season One, and as we begin to wind down, we hope you'll tune in for the exciting conclusion!
FINALE PART 2: THE DOMAIN
With Elanorra back, the Empire learned that it might be too late to reach the Mabaran Manifest Zone in order to disrupt its coterminous and prevent the evil energy from spreading rapidly through the realm. While Elanorra may be able to teleport them close by, they unfortunately would still be short a significant amount of time to get to the Forgotten Forest in time. This unfortunately leaves our adventurers with few other options. That was, until the Alliance managed to reemerge from Aerenal and find themselves back in the city of Keleto. Empowered by the radiance of Irian, Priest of Transition Tannivh Trismoira would somehow find a way to bring himself and the Alliance back in time...through means even he didn't fully comprehend. Finally united as one, these eight adventurers look to define the impossible, boarding the Rotten Mangrove and charging head first into the manifest zone. But will it be enough to stop its growth? What effects will traversing time have on the realm?
Our heroes, finally whole once more with the terrifying return of Max, commissioned a ship to head north to the Sea of Moving Ice. Joining Captain Lerustah aboard the Frostskimmr, the party would run into several giant octopi looking to bring an early end to their adventure. However, with some quick thinking, and overwhelming strength, our party were soon enough out of trouble. But, the remaining path ahead to Oyaviggaton, the supposed island where the Draakhorn resides, doesn't appear to be any easier. As the party spotted the island, they quickly looked to hop off the Frostskimmr and head onward, but were immediately greeted by quite a few of the locals who don't appear very happy with their presence.
Our adventurers, stuck at Camp Righteous due to the damage their canoe had taken, were left with little time to attempt to fix their boat before they were attacked by a pack of goblins. Though the initial goblins weren't very dangerous, the pack of axebeak riders, however, were. However, our party was prepared, and working well together, they quickly fought to take down their would-be attackers and return to the matters at hand. As they repaired the boat, they quickly made their way towards Camp Vengeance, and not long after arriving, were quickly pointed towards the individual in charge, a man by the name of Breakbone. He quickly drafted our party, even if they didn't want to participate, and told them to help secure the camp.
Convinced the tribals of this floating island is the location of the Draakhorn, our party continued to ask the questions needed to find the answers they were looking for. However, the tribals chose to not work with them, claiming they would only help someone who was strong enough to defeat their champion, one by the name of Orcaheart. However, he was no match for Stoneskull, who make quick work of the champion. This lead to the party finally being offered assistance, quietly, through a sending spell from the tribal shaman. With this bit of trust built between our adventurers and their only willing contact here, the party investigated the area, with Rhogar finding a tunnel hidden in the shaman's tent. Perhaps the Draakhorn is located below the surface.
THE CONCLUSION OF OUR CIVIL WAR CAMPAIGN IS TONIGHT! JOIN US FOR THE ACTION!
FINALE PART 3: THE ASCENDED
These heroes, less than a month removed from the beginning of their journey from the Sword Coast, find themselves deep in the heart of the Domain of the Ascended. With their weapons at the ready, the party marched into the depths of this realm, knowing only of what stood behind them, and nothing of what lies ahead. Haunted by visions, memories, and other machinations of the realm's betrayer, Tyris the Ascended AKA Kai Gladomain. As they reach their weary end, only one obstacle stands in their way, Tyris himself. After taking a moment to steel themselves for the battle ahead, the party will leave the portal leading from the Temple of Tyr and venture to the heart of the Domain, where an unknown danger lies before them.
Deeper into the ice cavern tunnels of Oyaviggaton, from within the Sea of Moving Ice, our adventurers very well may be in over their head, and possibly heading towards their own icy graves. After meeting one of the locals within the cavern, gathering some warnings of the path ahead, the individual warned of a grave danger below, the dragon named Arauthator. As they proceeded through the cavern, they would finally meet the intended rescuee, Maccath the Crimson, though she didn't seem too displeased with the party's arrival, she claimed there was no way they would leave without her research. Offering to pack it all away into the bag of holding, Maccath would agree to join them, but wished very much to survive the path ahead and get out of Oyaviggaton with her life.
The party dives below the city streets of Yartar, seeking out the Sorcerer named Oosith. Lady Atalia outlined things as best she could, detailing that she would bring those who she convinced to follow her down to the sewers and to the gate, where they would be left to the will of the Sorcerer himself. However, our party doubted this to be just any Sorcerer, but instead, the Aboleth which had cursed young Artan Rossolio, and currently holds two other noble children hostage. They made their way through the sewers, fighting off several Kuo-toa, and making their way into the lair of Oosith himself. He greeted the party warmly, convincing the party to make their way to the western chamber, finding Timothy Salzburg and Jakkob Dawnflower held captive, then attempted to trap them within the chambers. The merrow to the north and south opened the floodgates, and the water rises, as the aboleth rises from beneath the water.
Last Session, we met a group of plucky travelers who have called the city of Waterdeep their home for the past few months, hanging out within the very famous Yawning Portal inn. Looking to end the hostilities of a few drunken adventurers, the party was quickly greeted by a troll, and then not long after...a famous adventurer and writer by the name of Volothamp Geddarm. Volo came to the party with a proposition, 100 gold per adventurer should the party help to return his good friend Floon Blagmaar. Looking to make a lot of gold quickly, the party rushed off to the south and found the City Watch had closed off a street, where several dead bodies lay dead in the street. After a "quick" detour through Old Xoblob's Shop, and one more at the Skewered Dragon, the party stumbled across a warehouse with a black winged snake painted on the door.
Our adventurers, forced to take up arms for the Order of the Gauntlet decided they no long wished to do so, and quickly turned on the group of armed men who accompanied them into the jungle. Putting them to sleep, the party quickly ran off into the wilderness, attempting to lose them quickly before building a small raft to get across the river and proceed into dangerous territory. Their goal? To reach Firefinger, and to help Azaka Stormfang with her our quest which she knew she couldn't do alone. But the question remains, how will the betrayal of our party affect the path ahead, and will they now be hunted by the Order of the Gauntlet for going AWOL on the others?