Xirxi closes the trap door, whilst Macc and Eddy try to hide amongst the strangely life like statues that decorate this large ornate room with it's huge domed ceiling and black marble floor. At the other end of the hall, a drow accompanied by a strange floating monstrosity with a beak and tentacles, turns towards the adventurers. His high reedy voice calls out "Who goes there? Hm, invisible? Are you Zhentarium? Harpers? Force Grey? Surely not Bregan D'aerthe, my brother would have told me... If I come any closer my companion here will detect you and attack you, what say we make a deal? I could use your help..." Xirxi sends out a message to the other two, she and Eddy will try to draw him away from the southern door, so Macc can get in and get the fish. The plan works but not exactly as planned. Xirxi forced to attack making herself visible. Eddy runs out into the hallway and into the nearest door, with a strange lifesized stuffed minotaur. Macc is able to sneak around the other way and make his way into the southern room. Xirxi runs into the hall, a minotaur skeleton bursts out of the stuffing, the grell attacts the drow. And Macc enters Xanathar's room where an insane dwarf is feeding a tiny fish. Eddy runs back out and closes the door on the grell and the drow. Xirxi runs through another door where she meets up with Thorvin and his albino gazer. Explaining that's she's with the Harpers and needs to find a way out of the dungeon, Thorvin agrees to help if Xirxi will befriend the gazer. Instead she kills it. In the meantime, the minotaur skeleton stalks the hall way looking for the invisible bard. Macc breathes in the wierd spores floating around but is able to shake off the impending madness. Not the same can be said for Ott the Fishkeeper who is so insane that talking to an invisible Macc seems perfectly normal to him. Macc convinces Ott that the current Silgar is ill and Macc has a fresh Silgar for Ott. In the meantime, Eddy gets the bright idea to cast an illusion of a door to hide from the minotaur, making himself visible! Opps... The minotaur attacks! In the mean time the drow kills the grell and splits. Macc, Xirxi and Eddy take down the minotaur skeleton. Thorvin runs the team down the hall towards the exit. They pause at the stair case up to safety to write a paperbird with exit instructions and wait for the rest of the team.
The Arena descends into chaos. Kelazur, KShirk and Fletcher continue to taunt the crowd who are streaming onto the pitch. The Xanathar Thugs can't control them. Noska futilely attempts to restore order, whilst Ahmaergo rushes to the dead minotaur crying for vengence. Lady Gralhund shouts out "They are the Trollskull Six!" but her voice barely arises above the din. Kshirk throws a couple of smoke bombs and that's all it takes for The Xanathar to lose it. The beholder begins to randomly shoot eyeball rays at the crowd. KShirk uses the opportunity to attack Lady Gralhund with a ray of magic that blasts a hole in her chest. That's when Kelazur see Grinda Garloth from the Mist Ward dart through a secret door at the border of the billowing smoke. He signals to his compatriots then follows her. Kshirk and Fletcher ends up surrounded by the Xanathar Thugs and Lieutenants. KShirk is able to fight his way away from them, taking out Noska and use the smoke as a screen to escape. Fletcher takes quite a few hits as he dashes into the smoke. He finds his way through to the secret door but Ahmaergo is fast on his heels.
The trio find themselves in a bizarre room with a few large bowls containing the remains of dead beholders. Kelazur races a head through while Fletcher and Kshirk try to jam the secret door. They barely get out of the room by the time Ahmaergo kicks down their feeble defenses. The chase is on! Kelazur leads the way racing up a staircase and setting of a building wide alarm in multiple languages "Intruder alert!". Exhausted, damaged, and disoriented, they stop at the top to cast some quick heals just as Ahmaergo takes on all three. A pitch battle ensues but the team manages to get the best of Ahmaergo who tries to retreat. The Half-Orc brothers now enraged chop him down and just then they receive a paper bird with directions to the escape staircase.
The trio begins a made dash and who should appear just down the Reception Hall but an enraged beholder. Eye beam rays begin flying. The Half-Orc brothers are able to dash ahead but poor Fletcher is attacked with beam after beam. Explosions blasting all around him, the screams of an insane Xanathar, he sprints as fast as his elven legs will take him and barely escapes with his life. The whole team finally together they run up the stairs into the sewers of the Castle Ward and the safety of the city above.
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"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Our heroes emerge on the streets of Waterdeep into a rain storm in the wee hours of the night. Wet and tired they make thier way back to Mirt's Mansion. Mirt, The Blackstaff and even Renear offer to join the team into the Vault of Dragons, but after much debate, they decide on taking The Blackstaff only. Mirt arranges for Mrs Horseman's Dray to take the team first to Phaulkonmere Estate (due to KShirk's affliction with the Stone of Golarr), to pick up the unicorn. Celestine agrees to be polymorphed into the likeness of Kelazur's childhood pet wolverine and allow Kelazur to carry her. Then the whole party, including the Blackstaff, unicorn, nimblewright and Silgar the fish make their way to the Pink Flumph Theater. The matinee is a comedy about halfling crime family and many of the actors running around backstage are halflings. The party waits til just before the curtain call to head back stage as the actors move to places. Using the wand of secrets, the team finds the trap door handily.
They head down the passageway and find themselves before the great adamantite doors. The unicorn walks up to the runes of the first riddle and they begin to glow, the nimblewright walks up to the runes of the second riddle and they begin to glow, and finally the nimblerwright holds up Silgar's Fish Bowl and the runes of the third riddle begin to glow. The giant doors slide open to reveal a large hall with multiple doors and stone bridges overhead. The Blackstaff watches with amusement as the party works through the first tricks and traps of the ancient dwarven vault and as soon as she's convinced they won't kill themselves immediately, stands guard at the vault entrance with the nimblewright and the fish. The unicorn bids farewell and teleports away.
Slowly the team gets through all the traps til they find themself in a lower vault that inexplicably has rays of sunshine illuminating mountains of gold coins. Standing in the middle of it all is an old dwarf with a dragonheaded motif staff. Macc tries to stealth in but the dwarf laughs telling Macc that he knows he's there. Macc does his best to explain that they are not here to steal the gold but to return it to the people of Waterdeep whom it was originally taken from. After a bit of back and forth, Macc calls for the Blackstaff to come to the Vault to prove his claims. The Blackstaff takes over negotiations and the dwarf transforms into a gold dragon. The party begins jumping into the mounds of gold crying for joy as the Gold Dragon agrees to the Blackstaff's bargin.
The next day in the Court of the Lords, The Open Lord of Waterdeep grants amnesty to the Trollskull Six and awards them 100,000 gold dragons, minus damages to the City. Each of the party members walks away with over 6000 gold.
Epilogue:
Trollskull Manor becomes the place to go in the North Ward and the Trollskull Six become the toast of the town. The team makes a 10,000 gold piece donation to the Temple of Gond in exchange for the Nimblewright, who becomes a permeant fixture at the Tavern. Each of the team pursues magic items and training, and many people ask for loans. The summer heat gives way into the fall chill. It is on a bright crisp morning that the Trollskull Six are summoned to Castle Waterdeep on emergency business....
June 5, 2020 - Thank you for reading this game blog. Peace - Lisa
Nice campaign so far -- I'm running dragon heist for my family these days. Manshoon for the villain. They are about to get to trollskull manor, and I hope it turns out as a well as it did for your players!
Nice campaign so far -- I'm running dragon heist for my family these days. Manshoon for the villain. They are about to get to trollskull manor, and I hope it turns out as a well as it did for your players!
I hope you have as much fun with it as we had :)
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"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
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Session 21 - Spring Madness Part 2
Xirxi closes the trap door, whilst Macc and Eddy try to hide amongst the strangely life like statues that decorate this large ornate room with it's huge domed ceiling and black marble floor. At the other end of the hall, a drow accompanied by a strange floating monstrosity with a beak and tentacles, turns towards the adventurers. His high reedy voice calls out "Who goes there? Hm, invisible? Are you Zhentarium? Harpers? Force Grey? Surely not Bregan D'aerthe, my brother would have told me... If I come any closer my companion here will detect you and attack you, what say we make a deal? I could use your help..." Xirxi sends out a message to the other two, she and Eddy will try to draw him away from the southern door, so Macc can get in and get the fish. The plan works but not exactly as planned. Xirxi forced to attack making herself visible. Eddy runs out into the hallway and into the nearest door, with a strange lifesized stuffed minotaur. Macc is able to sneak around the other way and make his way into the southern room. Xirxi runs into the hall, a minotaur skeleton bursts out of the stuffing, the grell attacts the drow. And Macc enters Xanathar's room where an insane dwarf is feeding a tiny fish. Eddy runs back out and closes the door on the grell and the drow. Xirxi runs through another door where she meets up with Thorvin and his albino gazer. Explaining that's she's with the Harpers and needs to find a way out of the dungeon, Thorvin agrees to help if Xirxi will befriend the gazer. Instead she kills it. In the meantime, the minotaur skeleton stalks the hall way looking for the invisible bard. Macc breathes in the wierd spores floating around but is able to shake off the impending madness. Not the same can be said for Ott the Fishkeeper who is so insane that talking to an invisible Macc seems perfectly normal to him. Macc convinces Ott that the current Silgar is ill and Macc has a fresh Silgar for Ott. In the meantime, Eddy gets the bright idea to cast an illusion of a door to hide from the minotaur, making himself visible! Opps... The minotaur attacks! In the mean time the drow kills the grell and splits. Macc, Xirxi and Eddy take down the minotaur skeleton. Thorvin runs the team down the hall towards the exit. They pause at the stair case up to safety to write a paperbird with exit instructions and wait for the rest of the team.
The Arena descends into chaos. Kelazur, KShirk and Fletcher continue to taunt the crowd who are streaming onto the pitch. The Xanathar Thugs can't control them. Noska futilely attempts to restore order, whilst Ahmaergo rushes to the dead minotaur crying for vengence. Lady Gralhund shouts out "They are the Trollskull Six!" but her voice barely arises above the din. Kshirk throws a couple of smoke bombs and that's all it takes for The Xanathar to lose it. The beholder begins to randomly shoot eyeball rays at the crowd. KShirk uses the opportunity to attack Lady Gralhund with a ray of magic that blasts a hole in her chest. That's when Kelazur see Grinda Garloth from the Mist Ward dart through a secret door at the border of the billowing smoke. He signals to his compatriots then follows her. Kshirk and Fletcher ends up surrounded by the Xanathar Thugs and Lieutenants. KShirk is able to fight his way away from them, taking out Noska and use the smoke as a screen to escape. Fletcher takes quite a few hits as he dashes into the smoke. He finds his way through to the secret door but Ahmaergo is fast on his heels.
The trio find themselves in a bizarre room with a few large bowls containing the remains of dead beholders. Kelazur races a head through while Fletcher and Kshirk try to jam the secret door. They barely get out of the room by the time Ahmaergo kicks down their feeble defenses. The chase is on! Kelazur leads the way racing up a staircase and setting of a building wide alarm in multiple languages "Intruder alert!". Exhausted, damaged, and disoriented, they stop at the top to cast some quick heals just as Ahmaergo takes on all three. A pitch battle ensues but the team manages to get the best of Ahmaergo who tries to retreat. The Half-Orc brothers now enraged chop him down and just then they receive a paper bird with directions to the escape staircase.
The trio begins a made dash and who should appear just down the Reception Hall but an enraged beholder. Eye beam rays begin flying. The Half-Orc brothers are able to dash ahead but poor Fletcher is attacked with beam after beam. Explosions blasting all around him, the screams of an insane Xanathar, he sprints as fast as his elven legs will take him and barely escapes with his life. The whole team finally together they run up the stairs into the sewers of the Castle Ward and the safety of the city above.
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Session 22 - The Vault of Dragons
Our heroes emerge on the streets of Waterdeep into a rain storm in the wee hours of the night. Wet and tired they make thier way back to Mirt's Mansion. Mirt, The Blackstaff and even Renear offer to join the team into the Vault of Dragons, but after much debate, they decide on taking The Blackstaff only. Mirt arranges for Mrs Horseman's Dray to take the team first to Phaulkonmere Estate (due to KShirk's affliction with the Stone of Golarr), to pick up the unicorn. Celestine agrees to be polymorphed into the likeness of Kelazur's childhood pet wolverine and allow Kelazur to carry her. Then the whole party, including the Blackstaff, unicorn, nimblewright and Silgar the fish make their way to the Pink Flumph Theater. The matinee is a comedy about halfling crime family and many of the actors running around backstage are halflings. The party waits til just before the curtain call to head back stage as the actors move to places. Using the wand of secrets, the team finds the trap door handily.
They head down the passageway and find themselves before the great adamantite doors. The unicorn walks up to the runes of the first riddle and they begin to glow, the nimblewright walks up to the runes of the second riddle and they begin to glow, and finally the nimblerwright holds up Silgar's Fish Bowl and the runes of the third riddle begin to glow. The giant doors slide open to reveal a large hall with multiple doors and stone bridges overhead. The Blackstaff watches with amusement as the party works through the first tricks and traps of the ancient dwarven vault and as soon as she's convinced they won't kill themselves immediately, stands guard at the vault entrance with the nimblewright and the fish. The unicorn bids farewell and teleports away.
Slowly the team gets through all the traps til they find themself in a lower vault that inexplicably has rays of sunshine illuminating mountains of gold coins. Standing in the middle of it all is an old dwarf with a dragonheaded motif staff. Macc tries to stealth in but the dwarf laughs telling Macc that he knows he's there. Macc does his best to explain that they are not here to steal the gold but to return it to the people of Waterdeep whom it was originally taken from. After a bit of back and forth, Macc calls for the Blackstaff to come to the Vault to prove his claims. The Blackstaff takes over negotiations and the dwarf transforms into a gold dragon. The party begins jumping into the mounds of gold crying for joy as the Gold Dragon agrees to the Blackstaff's bargin.
The next day in the Court of the Lords, The Open Lord of Waterdeep grants amnesty to the Trollskull Six and awards them 100,000 gold dragons, minus damages to the City. Each of the party members walks away with over 6000 gold.
Epilogue:
Trollskull Manor becomes the place to go in the North Ward and the Trollskull Six become the toast of the town. The team makes a 10,000 gold piece donation to the Temple of Gond in exchange for the Nimblewright, who becomes a permeant fixture at the Tavern. Each of the team pursues magic items and training, and many people ask for loans. The summer heat gives way into the fall chill. It is on a bright crisp morning that the Trollskull Six are summoned to Castle Waterdeep on emergency business....
June 5, 2020 - Thank you for reading this game blog. Peace - Lisa
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Nice campaign so far -- I'm running dragon heist for my family these days. Manshoon for the villain. They are about to get to trollskull manor, and I hope it turns out as a well as it did for your players!
Proud poster on the Create a World thread
I hope you have as much fun with it as we had :)
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer