Session 13: Get crunk and spelunk.
I throw a spear at the mushrooms... Yeah, I'm sure." - Gehmi

13: go through cave, discover mushrooms mushrooms, fight lizardmen, one-shot leader, end at sea elven horde

Session 12: Suniskali is Sea Elven for Innsmouth.
"Because I'm smarter than everyone here, I just grab an amulet." - Salazar

12: go to Suniskali, find empty town, head to cave, fight lizardmen and decipher amulets, end in cave entrance room

Session 11: Prophecy, Prophet-Do
"Is she looting this place? That's fine." - Soveliss

11: go to manor and loot manor, take white horse wagon out of city, make it to fishing village, travel back to mithloriand, contact Enchanter’s Guild, commission magic items, accept suniskali contract

Session 10: Everything goes according to plan.
"Fuck this wizard." - Salazar

10: go back to sewers, talk to wizard, head to central park, torinn and Hedwig fly into courtyard, shot down by magic, cure tree, end with spreley in mild ruins

Session 9: Always Trust Crazy Hermit Wizards in Sewers
"I shit in the hall outside his door." - Torinn

09: go through sewers, meet wizard, go to drowned District, head into underground passage, end on a boat above water pretending to be prisoners

Session 8: Spreley: The Detroit of Vorrond.
"That's it. I've had it with this fucked up town." -- Salazar

So the party arrives in Spreley and are immediately greeted with religious zealots on every street, hostile guards, and wanton murder.

To top it all off, nearly the whole city is terrified of, or hates, magic.

So after nearly being jailed for shopping for a magic potion, the party decides “Fuck this shit, I’m out of here.” Using a “Pass Without Trace” spell. Unfortunately that somehow interacts with a curse placed on the city itself, and the party find themselves looking up at a shadowy demon that overlooks the entire city.

They figure, “Goddammit… fine. We kill the demon, then we get the fuck out of this city.”

They begin heading straight toward the city palace where it appeared the demon was lurking. But before long guards appear to be coming from the opposite direction, and the party overhears that the guards are looking for them. They duck into a nearby temple for refuge, and conveniently find a priest who hates the city’s new regime. He informs them of how things got this way, of a coup around half a century ago, and that it’s been downhill ever since.

Around the time the church is preparing lodging and temporary bedding for the weary heroes, there’s a knock at the door.

It’s the town guard. Accompanied by what will become known as a Blackguard.

The heroes barely survive the fight, only living through Salazar’s wit and a really nice roll on a sleep spell.

Before more guards can show up, the priest directs them through a hidden entrance into the city’s sewers. They bind and grab one of the sleeping guards to take with them and interrogate, and descend into the sewers.

End Scene.

Session 7: Dragon Eggs Benedict Arnold
"Et tu, Giant Evil Green Dragon?" - No One

The party battles and sneaks their war past an Azer and a few mephits and gets into the main room, where Aesbellator, Frostfang, Korialstrasz, Alexstrasza and Mallanox lay dead. With the last, Mallanox, apparently killed by the lone standing Sylvenim.

Sylvenim orders Torinn to finish the rest of them off. He hesitates, prompting Sylvenim to complete that task instead. He is (so conveniently) interrupted by a large, shadow-draped dracolich. Zeiram. Sylvenim makes for an egg and attempts to flee, but has his soul ripped from his body. The egg instead falls to the party who gather it, and upon request of Sylvenim, enter the “bag of holding” which is actually a teleportation item back to Sylvenim’s lair.

They spend some time looting Selvenim’s lair, making away with a few books.

They leave the forest.

Later that week on a rainy day the party finds shelter in an abandoned lighthouse. They discover it served as temporary transport for smugglers, turned to stone. However, they’re able to pinpoint the location of a nearby city. Spreley.

They head on their way to Spreley, to find transport back East.

Session 6: Hey, Kobolds!
"Hallway looks clear to you." -- GM

Heroes wake up to a new dawn and begin the dangerous descent into the Volcano. Soveliss and Gehmi are joined by newcomers Torinn and Salazar.

Entering the cave they come to a non-natural wall, which Salazar takes to mean trap. Probing for minds on the other side, he discovers Kobolds lying in wait. The trap is thwarted, and the party cleans up the kobold, with one evading capture. The party gives chase through two rapped corridors and a room with a minor centipede problem, then into another hallway where they finally catch the Kobold. He informs them about the gelatinous cube trap which they are able to avoid, and head deeper in. They see the entrance to the volcano, but it is cut off, and a kobold marching army forces them into Ankheg tunnels. Pass Without Trace lets them pass through the tunnels with a trace. And they come into a man-made complex of masonry and stone.

The complex is empty, but it appears to be a temple to Alexstrasza, a draconic abbey.

The last and largest room is the nave of the temple. And standing there, praying, is a large Half-Dragon. Despite the two fire-breathing dragon statues at his command, he is defeated.

Session 5: How To Train Your Dragons
"Another goddamn dragon?" -Soveliss

The party, having earned the trust and admiration of the Dragonborn people by defeating Phyrus, the Black dragon wymrling, are escorted to the resting place of Redegoia’s patron and true ruler, Mallanox. A fearsomely large adult black. Voiced by Tim Curry.

Found supine in his fetid swamp, Mallanox interrogates the party in private as to their purpose. Learning their intention to rob the red dragon, Mallanox swiftly agrees. Mallanox reveals his missing wing, a token from Mallanox’s last encounter with the red dragon, Alexstrasza.

Mallanox claims Alexstrasza has two lesser consorts, Korialstrasz and Tyranastrasz. And that he alone would not be sufficient to face them. So he requires the party to seek out the Green, Sylvenim. He gifts a part rusted, part disolved broken longsword as a proof of his intention.

The party meet with Sylvenim after surviving their first encounter with the dragon’s apparent defense system, awakened trees. After some conversation he agrees, but sends the party to fetch another. A white dragon Glaciax, living under his father, Frostfang, a name given to him by giants. Frostfang has become obsessed with the giants, forcing his offspring into submission to aid in his personal war. All but Glaciax have been killed by the frost giants. But Frostfang is vain, and a powerfully poisoned gift from Sylvenim should work to free Glaciax.

“Whites are the most primitive of dragons, and easily manipulated this way. Like dogs.” -Sylvenim.

The party follows through, and after a bit of resistance from the White’s cave’s inhabitants, the party meet with Frostfang, talk him up, offer their offering (which Frostfang confidently proclaims will be a sublime appetizer before devouring these foolish lesser beings) and devours the poison, which near instantly begins to rot and dissolve him from inside.

Glaciax, impressed by their cunning and strength, and wearing his favorite santa hat, offers to follow the party wherever they may go.

All together again, Mallanox and Sylvenim come to the party with a final name to add to their roster, Aesbellator. A bronze with a dream for glory. Though chromatic and metallic dragons are often at odds, their not strictly speaking, natural enemies. And for circumstances specifically such as this one, they are known to align themselves. Aesbellator can be found watching ships sail out of a small, human port south of Redegoia.

Aesbellator, initially disguised as an old human figure, brings the party to his cave, and agrees to listen to the party’s request. Hearing them out, he agrees so long as the party is able to offer him some token to add to his collection, both for his benefit, and to prove their sincerity. Dragon aid isn’t free.

The party manage to convince him that a place in Lere’s lustrous and grand history is reward enough, and Aesbellator, eager to be a party of history, agrees.

The A-Team finally assembled, the party regroup at Redegoia, and depart for the volcanic island of Alexstrasza, with their dragonborn army in tow.

Though this arrival was meant to be a surprise, with their plan being an ambush at night, when they arrive, a battle is already raging. It appears the various camps were alerted a week prior to the Dragonborn army’s coming, and prepared themselves. What should have been a blitz through the unaware camps of the various housemen and mercenaries, became a bloody melee, with heavy casualties for the dragonborn.

Perhaps only because of the Dragon’s aid, the party and their dragonborn army are victorious. And our party settles in for the night, preparing for their real challenge. The Lair of Alexstrasza. A series of Kobold tunnels have been discovered by Sylvenim in his flight during the battle. They should lead into the volcanic lair, bypassing the more deadly main entrance.

Unfortunately, in the middle of the night, one of their own, Zaheer is gutted by an invisible foe. A note is found on his body. The murder, an apparent gift message. Someone calling Zeiram his master has apparently “made it his duty” to see the party suffer on Reykjavik, as repayment for their intervention at Glantre, the forest village they saved from the Wight. It is then the other dragons reveal the nature of Zeiram. He is a Dracolich, over 1,000 years old at least, who subsists on the souls of living dragons. A sort of boogeyman for dragon-kind. And he apparently has an axe to grind with the party.

Session 4: The Gang Raises an Army
"Come with us if you want to live." -Selim

Arriving in the aquatic city of Mithloriand, our crew takes their time to investigate the city. The city has been apparently inundated with adventuring/mercenary parties also participating in Lere’s quest, and as such, reliable/skilled guides have mostly already been taken out of the city. After spending a certain amount of time in different bars speaking with shady bar keeps, and also snarky barkeeps, and even a lively group of Greymane soldiers, the party is able to acquire a map of the area, as well as two useful pieces of information.

  • There is an actual dragonborn fortress on an inland sea, Redegoibea. The dragonborn there, while not outwardly hostile to outsiders, do not take visitors. However they’re likely to be an unexplored avenue of information.
  • Also, there is an adventurer’s guild outside the city. Comprised of paladins who spend their time lending their might and magic to those with a worthy cause, they might be pursuased to help.

The party chooses to investigate the fortress.

Leaving the diplomacy to Frozire, the party is nearly executed upon arrival. The others step in to repair the situation, and in doing so are able to calm the anger of the dragonborn. Soveliss and Selim are able to pray on the dragonborns’ buried and forgotten pride, and are welcome into the fortress. Following this track, they’re also granted an audience with the dragonborn civilization’s council.

They’re invited to sleep in the courtyard of the once-grand fortress, and the next morning are led into a large arena. Kavash, the acting leader of the council informs them that he has chosen a certain test, to determine the conviction of the party, and their resolve and worthiness. Should they pass this test, their request will be considered. This turns out to be somewhat of a trap, as his “test” is a fight with a dragon.

The party manages to survive the encounter, and subdues the dragon without killing it, earning even greater respect from the council members, even the begrudging Kavash.

The council is compelled to listen to the party’s request, and they launch into an impassioned plea for aid, and the good of dragonkind. Their attempt is a success, as the council is moved by their words, and agrees to mobilize the great dragon force for the first time in over a thousand years.

However, before the dragonborn will set out, they must seek approval and air from their functioning lord and master. An old, black dragon named Mallanox.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.