As Szass Tam falls to the Fey-Team, the party returns to Syranna, their task now complete. They venture back to Blasingdell, taking a bit of time to mentally, as well as physically recover from the threat which now lies behind them. However their rest will always be short lived, as Faerun is always in need of a group of adventurers to save them from unknown threats to the realm.
The mighty Arauthator, sensing that perhaps these mere mortals are a bit more powerful than he originally anticipated, makes a run beneath the water, escaping from our adventurers, who quickly steal themselves for a possible return of the Old White Death. However, their fears were initially quelled, as they reached top side once more, with Maccath the Crimson in tow. As they reached the top, they were celebrated for their heroics, and for helping the people of Oyaviggaton to break the chains, if only temporarily, which had Arauthator commanding what they do and where they go. Seeing this as their chance to run, the Ice Hunters, along with our adventures, made their escape, with our party traveling quickly back to Waterdeep.
Our story begins again, in the frozen city of Bryn Shander, a tenday removed from the most recent Giant attacks to the south in Nightstone, Goldenfields, and the town of Triboar. The cold wind which sweeps from the Sea of Moving Ice across to the Reghed Glacier, bring a frigid chill over the ten permanent settlements of the Ten-Towns. People from all walks of life, looking to venture through the tundra in the north make this city their home, even if only temporarily. With the most basic creature comforts available, living in Bryn Shander for long is a tough life...though one our adventures had been given, if only temporarily.
Making their way down into the sewers which rest under the streets of the city of Waterdeep has been no easy task. While finding passage downward was simple enough it getting out of the sewers that was the most concerning part. As our party dove into the depths of this guild hideout, following the symbols that guided them along the way, they would come face to face with Floon Blagmaar, the man they were to rescue, and his interrogator...Grum'shar. However, they were not alone. To the south a tentacled creature, resembling a Mind Flayer, would stand, quickly leaving the chamber, leaving the dirty work to Grum'shar and the Mind Flayer's pet brain-like beast. After dispatching them, the party would return back to the surface, bringing Floon to the Yawning Portal, and receiving their payment in the form of a house in Trollskull Alley.
As we joined our new adventuring party, we learned very quickly how dangerous the world still remains. We met our new friends who have been suffering through the harsh cold of the north, we came across our adventurers in the city of Bryn Shander, a trade haven between the Sea of Moving Ice and the Spine of the World, where they learned quickly that they are ill equipped to take on the environment. After speaking with Sirac of Suzail, they would gather themselves some Yeti Pelt coats on the agreement that they would hunt down more yeti in the area and return with additional pelts to help keep the less fortunate warm through the winter. The Yeti, however, had other plans...almost costing our party members their lives.
Our adventurers, diving into the depth of the cavern which housed several wolves, would learn that perhaps there is far more to this story than they originally believed. Using the obsidian sliver from the dead body found in the cave, they would make their way towards a seamless, obsidian door at the cave's end, with a message "Dare not enter. Death awaits." But our party ignores it...and proceeds through what was a magical portal to a cavern below. The cavern was a series of tests and riddles, some far more challenging than others. The party proceeded methodically through several magical stone chambers, and one by one, they would progress. That was until they approached a room with a stone dragon sitting in the middle, seemingly guarding the treasures around it.
Civil War, the campaign that was born here on D&D Beyond, returns once again to our channel in the latest season, A Realm Awakened!
SESSION 0: THIS IS YOUR STORY
There is a noticeable buzz in the city of Keleto. The city streets decorated in trinkets and baubles, banners and streamers lining the pathways of the city. A small bardic band plays to much fanfare aboard a medium sized airship that hovers just over the rooftops, the music projected across the city via thaumatic resonators attached to the underside of the vessel. The people have started lining the city streets, waving the banners and flags of their lines and houses as they prepare for the Festival of Remembrance. The newly constructed Esariani Docking Tower to the north of Upper Keleto houses several airships, mostly visitors coming to the city on this auspicious day. The tower stands tall over this portion of the city, tens of stories above the lower portions of the city, nearly as tall as the Petrorial Peaks to the south. The massive lightning rail, which cuts through the center of the city, stops on the outskirts of the metropolis. The rail has fast become the favored means of travel by most, allowing people to board for transit to the ever-growing city of Falseharbor in the southeast, or the home of the dragonkin, Tel Karra, to the west. To the north of town square, just before the seaport wards, a massive archway almost 200 feet tall overlooks the city entry. On each side of the archway, eight engaged fluted columns extends up the entire height of the gateway, decorated with the appearance of the heroes whom saved the people of the realm so many years ago. It serves as an extradimensional teleportation portal that connects this metropolis to the port city of Pylas Talaer.
Our adventurers, after spending the majority of the last session attempting to plan out their newfound home in Trollskull Alley, have opted to begin their search to fill and repair the broken down manor and turn it into a serviceable new home for them and their downtime business. And while the party hasn't settle on exactly what that business might be, they know what they need to do...seek out the various guilds and make in-roads with them, because you'll never know what might be needed in the future, especially one filled with more questions than answers.
Our party, standing face to face with the dragon statue, made their attempt to solve the riddle within the chamber. Placing a few gemstones brought life to the statue, in the form of a large white dragon. However, it didn't stand much chance and our adventurers pressed onward. Further into this temple, room after room until at last, they stood before the Throne of Bone, and its defenders. The battle was well orchestrated and hard fought, at least for the defenders, as our party decimated their forces, leaving nothing but the throne within the chamber. And then, it spoke to our party. Granting a divine favor, or in the case of the cave bear, a detriment. But upon leaving the chamber, the glow of fires lie ahead.
After losing two of their own, our adventurers spend an evening within the city of Bryn Shander and refocusing and heading back out on the road, trying to solve the mystery of why the Frost Giants are searching for Artus Cimber and the Ring of Winter. With the company of Sirac of Suzail, and the knowledge of his father's last known whereabouts, the party leaves from Bryn Shander in route towards the city of Waterdeep, nearly one month of travel by road. What awaits our adventurers as they head down the Ten Trail and journey along the Sword Coast?
Our adventurers faced quite the encounter, as they made their way up the Fire Finger tower in search of Azaka's Mask. However, the road for them was not easy, nor without its fair share of death along the way. Despite Erates' fall, she was determined to prove her worth, quickly making her way to the top of the tower looking for a way to help her fellow party members. But the damage had been done, and Arvon's second guessing about taking her life may very well be the last.
The Fey Team has stumbled upon what very well may have been the greatest of travesties to the people of Faerun, the Giants have begun attacking and with their attacks follow death, with nobody being excluded. The attacks of the Giants have killed men, women, children, human, elf, and a variety of other, none of which acceptable to our heroes. So tonight, they venture among the Hill Giants, slaying them one by one while they celebrate. The celebration ends now...as does the torment of the people of the realm.
The Dragon Cult's brazen attack upon the homestead of the Grigsby's did not set well with our adventurers, who promptly slayed their opposition with no hesitation, and as the Cult fell, they party was left standing alone, looking over the fallen remains of the individuals who wished for nothing more than to have the wolves removed from the nearby cave. But this attack, it changed things. It renewed our adventurers' purpose and strengthened their resolve. They will not wait idly by as the Cult spreads like a plague over the Sword Coast. Now, they bring the fight to the Cult.
As one door closes upon the two fallen friends of our party, a new one opened as they ventured south west towards Hundlestone, one of the few stops in the road our adventures hit in route towards the city of Waterdeep. As the move towards the Northern Means, their stop in Hundlestone presented them with an interesting situation, the Harpers, with Beldora as their contact, looked to our adventurers for help in understanding the Giant attacks on the realm. With new information, an additional point of travel towards Everlund, and a new pet clockwork, the four person party ventured towards Luskan, in search of a ship to take them to Waterdeep quickly. They met a new traveler, someone out of their element in Evendur, and his bodyguard of sorts, Hopper. They took the travelers with them, heading into the City of Sails, where a man in black platemail armor prevented what could have been their untimely death.
After establishing themselves within Trollskull Manor and making the rounds attempting to better position themselves within the neighborhood, our party received a message from one Vajra Safahr, the Blackstaff, summoning them to Blackstaff Tower. They are greeted by an individual named Rilitar, who takes them towards an entryless building, as one magically appears. The party is given a mission, go to a cave on the southern side of Mount Waterdeep and ask what he knows of the threats to Waterdeep, then report back to Vajra. There would be no payment for this mission which would see several fall in combat...but they were brought back by this mysterious monk named Hlam.
The Dragon Cult's brazen attack upon the homestead of the Grigsby's did not set well with our adventurers, who promptly slayed their opposition with no hesitation, and as the Cult fell, they party was left standing alone, looking over the fallen remains of the individuals who wished for nothing more than to have the wolves removed from the nearby cave. But this attack, it changed things. It renewed our adventurers' purpose and strengthened their resolve. They will not wait idly by as the Cult spreads like a plague over the Sword Coast. Now, they bring the fight to the Cult. And now, we actually do something about it...or at least talk to people about it.
Six new adventurers set off into the unknown in the return of our homebrew game setting, the Living Isles. With peace holding strong for 25 years, a new worry begins to set in within the metropolitan city of Keleto; the upheaval of a working city senate through strained race relations and the rise of new royal Houses within the region. And it all begins on the days leading up to the Festival of Remembrance, the Living Isles holiday to remember the heroes of years passed, which saved them from the tyrannical grasp of an angry god, Tyris.
It's never boring around our new adventurers. After a day of shopping and gathering the things they needed for their house, the party was given a new job, to protect the Dung Workers of Waterdeep and ensure they are able to do their jobs without disruption. However, somewhere along the way, the party was introduced to a random mother dog...who had several puppies in need of help. The party took the puppies in, went home, then things got a bit strange. Writing upon the dusty floors of their mansion began to magically appear, and for some, this was quite unsettling, for obvious reasons. However, the craziness didn't end here. After receiving a paper bird with instructions on attending an opera, the party gathered up their fanciest clothing and left to hear the tragedy of the fall of Tiamat.
As our adventurers continued to travel on through the jungles of Chult, some of their patience began to wear thin. With death at the verge of nearly every encounter, their nerves shot, and their bodies weary, it was no wonder that something snapped within Arvon, causing him to show his aggravation towards the source of his frustration, Erates. The party has just crossed over the broken bridge of Ataaz Muhahah and after a brief "hunting" expedition between the twins and Arvon, they have all regrouped at camp and prepare to journey onward towards the Aarakocran monastery of Kir Sabal.
Just as our adventure began, it immediately started going off the rails as we met six new, would be adventurers coming from all walks of life. From nobles to commoner, dignitary to deviant, our new adventurers are a little of everything, and part of a much larger world than they could have ever imagined. Boarding the SLR, in route to their first task, trouble was on the horizon, as to larger individuals approached the young changeling, one of which immediately started a confrontation. Tempers boiled over and combat ensued, leaving the provoking man dead. However, all of this changed the moment Circe noticed an assassin entering into the noble car, where Askala Gladomain was still inside.