Vecna: Eye
of Ruin Campaign with Sly Flourish Group
Vecna Background
- Vecna is the primary BBEG of this campaign
- Vecna won’t directly start playing a role in the story till 10th
level, but his presence can be felt indirectly at first
- Details are still forming around what his plan will be, but I do
know that:
- Vecna seeks to remake the entire multi-verse, ALL realities, in his
image and to rule the entirety of existence
- Certain powerful figures in D&D Lore seek to stop him, The
Wizards Three: Mordenkainen, the Interplanar Archmage; Tasha, the
Demonologist; and Alustriel Silverhand, the High Lady
- The Wizards Three craft a specially designed Wish spell to try to
undo the actions of Vecna in the past, but…
- The Wish spell results in the identification of a low level
adventuring party who will ultimately be capable of thwarting Vecna
- The Vecna arc will not begin in earnest until 10th level
- We are starting a precursor campaign to lead into this, that spans
from 5th to 10th level
Introductory Campaign
- We begin in the world of Toril on the continent of Faerun (The
Forgotten Realms setting of D&D)
- The heroes will start their journey in the town of Secomber, where
they encounter a criminal enterprise that turns out to be a cult called
the Oculus Cryptic
- The Oculus Cryptic is working with the Red Wizards of Thay, who are
themselves planning an invasion of the cities of the Sword Coast
- While Thay is led by the Arch Lich Szass Tam, the Oculus Cryptic’s
true allegiance is to a more powerful lich: Vecna
- In the meantime, though, it serves Vecna’s interests to support
Szass Tam, so he and his Red Wizards are the primary antagonists (at
least until 10th level)
- Szass Tam has concocted a scheme, working with the mysterious
Advisor– an ooze-like entity that communes with him– whereby he can
defeat the fledgling democracies of the Sword Coast and right what he
sees as a historical wrong: the fall of magocratic rule on Faerun when
the Netherese Empire fell
- The Red Wizards have contracted the Oculus Cryptic to install arcane
“anchors” along great arcs that span Faerun between Anauroch and the
Sword Coast, each centered on the ruins of Netheril, the greatest of the
Netherese flying cities
- Netheril’s home location was based at the last Great Convergence of
Ley Lines on Toril
- Since the great calamity caused by Karsus’ Folly, the Great
Convergence has dispersed
- With knowledge granted from the mysterious Advisor, Szass Tam has
determined that the Great Convergence is reforming under Candlekeep
- Controlling that location is key to his plan to take over the Sword
Coast
- In addition to working with the Oculus Cryptic to plant the anchors,
Tam has also dispatched a special forces team of powerful mages to
infiltrate Candlekeep and start the attack from within, in addition to
setting up forward operating locations to support logistics for the full
invasion
- The Oculus Cryptic, meanwhile, is biding their time– helping Szass
Tam while it suits Vecna’s purposes, but ultimately setting the stage
for enough chaos to be sown so that Vecna can start his conquest of the
multiverse with Toril as a stepping stone
PCs
Halarik
- Class: Ranger/Gloomstalker
- Race: Human
- Background:
- Orphaned by an Orc raid that killed his family; raised by
wood-elves
- Is currently under a plane-shifting curse that has deposited him on
Toril (originally from Greyhawk)
- Prefers non-human company
Chester Heavyhammer
- Class: Artificer
- Race: Duergar
- Background:
- Lived in the Underdark working as his clan’s smith
- Decided to leave and explore the world
Kazrog
- Class: Barbarian / Fighter multiclass
- Race: Half-Orc
- Background:
- Fun-loving, devil-may-care attitude, fearless, boisterous, loyal,
likable
- Grew up in a tribe of orcs but left to become a mercenary
- Will do whatever it takes to ensure the safety of his friends
- Will take on any challenge that comes his way and to prove his worth
to those around him
- Secretly hopes to one day return home and be accepted by his orc
tribe
Casey Cassinax
- Class: Sorcerer / Aberrant Mind
- Race: Yuan-Ti
- Background:
- Friendly and skittish somewhat
- A reject from a “failed” ascension, now trying to be a “hero” to
prove his worthiness
Sid Barbarous
- Class: Barbarian
- Race: Dragonborn
- Background:
- Noble family, happy childhood
- Legendary tales of his companion’s deeds must be told with verse and
power chords
Sullen Lightheart (She/Any)
- Class: Fighter
- Race: Mountain Dwarf
- Background:
- Gives all to her work, depressed when not working
- Strong, proud dwarf that had the love her life murdered simply
because she stepped away from traditions and dared marry a human
- Traditionalists are the bane of society
- Find reasons to keep living
- Gets mistaken for a man everywhere she goes because of her amazing
beard
Torlos Tarrian (he/they)
- Class: Rogue / Monk multiclass
- Race: Firbolg
- Background:
- Grew up homeless but eager to learn
- Believes that everyone has good in them, we just have to find and
kindle that flame
- Carries books and his personal journal with him at all times
Tex
- Class: Druid / Wildfire Circle
- Race: Tortle
- Background:
- From an isolated oasis in a desert called Sunspring
- Unquenchable adventurous spirit and connection to the natural
world
- Fascination with fire due to its relation with life and cycle of
destruction / rebirth
- Wants to be an agent of good
- Inquisitive, likes to investigate, has some qualities of the TV
detective Columbo
- Class: Warlock
- Race: Rabbitfolk
- Patron: Hippolitta, the Celestial Hippo
- Familiar: Pepper, an imp re-skinned to look like
his patron
- Background:
- Former grifter turned warlock after a life-changing pact with
Hippolitta to redress his past wrongs
- Believes in the potential for good in all but enforces harsh justice
on the irredeemable as demanded by Hippolitta
- Eccentric and outspoken, often seen talking to his invisible
familiar, Pepper. Quick to befriend but relentless against
injustice
- Mission to protect the innocent and either redeem or destroy the
wicked, leveraging his con artist insight to enforce stringent justice
on criminals
Game Notes
Play By Post 1
- Introduction at the Singing Sprite Tavern and Inn
- Team is introduced as a seasoned adventuring party just recently
coming off of a big score
- Harlan Coinbuckle introduces himself as the owner and proprietor of
the Singing Sprite tavern
- Trun, a young clumsy server, introduces himself by spilling a drink
on the guests
- PC: Petikant (a Lapine, i.e. Rabbitfolk) performs a spoken word
performance that earns the party free room and board on the condition of
more performances
- Later in the evening, the party witnesses a purple-haired halfling
woman come in and appear to shake Harlan down
- Petikant sends his familiar Pepper to follow her invisibly
- Pepper follows her out into the woods. The mysterious halfling woman
notices Pepper, though, and kills Pepper with one hit at range (Pepper
is able to be re-summoned)
Play By Post 2
- The party investigates the site where Pepper was killed. They find
that it’s a teleportation circle
- The party questions Capt. Jaques, the commander of Secomber’s city
watch. He’s in the middle of leading an effort to fortify one of the
town gates
- Jaques is aware of the halfling woman and introduces her as Maeve
(though everyone calls her Angel, since she is an “angel investor”)
- Jaques describes her relationship with Harlan as that of an investor
and lender– he believes the relationship is on the up and up and that
Harlan is just bad with money
- PC: Halarik appears especially interested in ascertaining whether
this relationship is on the up and up
- The party finds out that she has a manor in town (the largest
manor)
- Jaques lets the party know that there have been some issues that the
town may need help with:
- Merchants traveling to the East have not been heard from since
leaving. It may be nothing, but it is cause for slight concern
- The town to the north, Rainbow Mill, a source of highly effective
healing potions, has not been heard from in a month– that is cause for
concern and may need investigating
Session One
- Later in the evening, the party sets out to investigate Rainbow
Mill. They stop at the site of Pepper’s killing, though, and stake out
the teleportation circle
- They witness someone appear, dressed in a deep blue robe with eye
iconography. This person sets out to the north. He is followed
surreptitiously, and it is observed that he is joined by others on
horseback, and they travel off to the north
- All of these people are wearing glowing blue pendants
- The party continues northward to Rainbow Mill
- The party encounters some hostiles on the road. They are told to
turn back and not enter Rainbow Mill. They refuse and a fight breaks
out
- The hostiles are magic users. One of them is a very powerful magic
user who attacks the party invisibly
- When they defeat the hostiles, the party finds that the powerful
magic user is missing his eyes and that the other hostiles have poison
capsules hidden in their mouths
- The party also finds glowing blue pendants on the corpses. They
determine that these pendants aid in communication but make it easy to
be tracked
- The party decides to bury the pendants
- PC: Halarik finds a corvid friend on the road who claims that his
former human friend was killed by other humanoids
- The party arrives at Rainbow Mill– it is eerily quiet
Play By Post 3
- Meanwhile, Tex goes through the Portal
- (Note that these events happen in parallel with the events of the
rest of the party. They happen far to the West, so Tex is a few hours
ahead of the party in terms of daylight.)
- Tex finds himself in a dark room with mysterious crates containing
inscrutable contents. He wildshapes into a tarantula to be sneaky
- Tex is almost discovered when he is noticed by some wizards watching
a recorded play via major image (a play by Willa Quakestaff, whom the
party have heard of)
- These people are wearing red cloaks. A female, Trellabrix, asks her
friend, Drelix, to capture the Tex because he looks cool and she would
like a pet tarantula
- Drelix tries and fails– Tex skitters away
- Tex encounters a mysterious woman who appears to be going through a
filing cabinet of sorts. This person notices Tex and introduces herself
as Bright Owl
- Bright Owl appears to be an operative from the Sword Coast (probably
the Harpers) who is investigating The Red Wizards
- Tex discovers he’s in Thay– about 1500 mi from where he
teleported!
- Tex introduces himself with a codename: Fire Bug. Bright Owl is not
convinced, but apparently trusts Tex
- Tex and Bright Owl are interrupted by Trellabrix: apparently Bright
Owl is romantically involved with her and Drelix– all part of the covert
missions
- Tex continues to explore the area
- Finds a library where it looks like people are studying the history
of the Sword Coast region of Faerun… the Western part of the
continent
- Finds a magical necklace– has not ID’d it yet, but is carrying
it
- Finds a fissure in the marble wall that leads to a secret
passageway. This takes him to the ante chamber of Szass Tam, the Lich
ruler of Thay–
- Tex finds that there is an ooze like entity in a pool there… The
Advisor… and learns some cryptic clues
- Clues imply that Thay is planning some kind of attack or invasion
against the Sword Coast
- The Advisor gathers Tex’s codename but not his actual name… and
discovers that he is a Tortle druid
- Tex rejoins with Bright Owl, who is still undercover
- A big announcement is due…
- Information about Thay that Tex uncovers
- This is a magical academy with a somewhat military flavor. That
wasn’t apparent because I didn’t explicitly describe these young folk as
cadets… that was implied, but my description of them relaxing in the
common room may have overshadowed that. These acolytes / cadets know how
to have fun… but they are also very serious and committed to their
mission. Whatever that is!
- Bright Owl is an operative from the Sword Coast somewhere. If u know
the lore, I have heavily implied that she is part of The Harpers
faction. She is on a mission to gather intel from within this academy. I
have implied that she has insinuated herself into romantic relationships
with some of the cadets here in order to do so… but her feelings, and
those of her “marks” may be complicated. These are people caught up in a
Cold War between nations on the verge of turning hot
- Drug use is fine in the game… but these folks are not hippies.
They’re more akin to highly competent military cadets who love their
downtime and have healthy libidos. Think Starship Troopers movie, but
replace jingoistic fascistic western military vibe with a magocratic
meritocracy with an undead vibe and a MISSION. Szass Tam is indeed the
ruler of Thay… but the people here appear to be happy and committed (and
probably don’t realize that their happiness is an illusion and that,
actually, they are indeed part of a tyrannical system
- There IS a cult aspect tho… but that is more along the lines of what
Angel is doing and the the role her organization is playing
- Szass Tam is not above cultivating or using a cult… the Red Wizards
of Thay though have aspirations of becoming a world power. Maybe THE
world power. Cults are a means to an ends for these folks
- Two enemy factions encountered so far: The Red Wizards of Thay… and
Angel’s organization. Red Wizards are essentially a nation state… Angels
group is a cult that seems to be centered around eye iconography and
also involved in organized crime and probably worse
- Angels cult has an unknown relationship with Thay, given the
presence and use of the TP circle
Session Two
- The party approaches Rainbow Mill, and it appears to be
abandoned
- Found an abandoned camp on the outskirts. It contains a map that
leads to a mountainside cave lair
- Discovered that several of the houses have a “cloyingly sweet but
alien” smell emanating. PCs feel an intrusion into their minds but shrug
it off
- Discovered two teenagers playing cards in a boarded town hall by
scoping them through a crack in the boarded-up window
- Tried to engage, party was immediately attacked
- Teens are siblings (Lila and Adrian Vandermill), children of the
Burgomaster (who is currently missing)
- Lila has an extra arm growing on her back… probably from coming into
contact with the monsters in the other buildings causing the smell
- Party discovered 15 bodies lined up neatly in the main hall (Lila
had done this out of respect)
- Saw some worm-like creatures coming in from a crack in the wall,
presumably to consume the bodies in some way
- Party decided to leave the town and, on Lila’s consent, burn the
town to the ground (thus killing whatever monsters lurked within)
- Lila and her brother led party to Maribelle’s hut in a nearby
swamp
- Tense standoff, but Maribelle cares for the children, and trust is
gained
- Maribelle makes potions that have maximum effect
- Claims she was attacked but easily dispatched her attackers
- Party surmises that she was targeted because of her potion
making
- Maribelle agrees to look after the children
- Maribelle gives some information on the cave marked on the map (she
hasn’t been there in “decades”)
Play By Post 4 (Tex)
- Tex continues spying on Trellabrix and Drelix with Bright Owl’s
help
- Facility in Thay is put on alert to Tex’s presence (a shapeshifting
Tortle in a spider form, possibly a druid)
- Meanwhile, everyone in the facility is ordered to muster in the
great hall to hear an announcement from Szass Tam
- Szass Tam gives a jingoistic speech about potentially invading the
Sword Coast
- He calls up the star pupil– Trellabrix– promotes her– and dispatches
her on a secret mission
- Trellabrix identifies 6 other people to accompany her (including
Bright Owl and Drelix)
- She teleports with the group immediately to what is later determined
to be Cloakwood forest, outside of Candlekeep
- Trellabrix sets up a magical lair in the woods (basically an
“instant underground silo”)
Session Three
- The party infiltrates the cultist lair, built into a cave adjacent
to the Unicorn River at the edge of the High Forest
- ENCOUNTER: NPC Cloak, out on patrol outside of
cave
- Party kills sidekicks; Cloak teleports out through use of magic
ring
- Party enters into a side entrance, bypassing main
- Discover creepy brain-like creatures swimming in the water, many
dozens
- ENCOUNTER: Necromancer, acolytes, zombies,
mysterious statue (face carved into a pillar)
- Killed all
- PC: Kazrog bit off necromancer’s teleportation ring Ozzy Osborn
style
- Voice from statue encounter
- Impressed with skill, offers boons to party members
- Boons are rejected and weird voice told to take a hike
- DISCOVERY: High ranking cultists have access to a
special location, accessible through their ring OR a portal nearby
- ENCOUNTER: Remaining cultist lieutenants in secret
room
- They had just summoned a demon!!
- Killed all, took their jaws (potentially for speak with dead)
- One cultist, Qar, tried to pledge fealty to PC: Kazrog, but was
summarily executed (had it coming TBH)
Play By Post 5 (Main Story)
- ENCOUNTER: Remaining low ranking cultists
- ENCOUNTER: Large mimic back at front entrance
- Large mimic is more intelligent than expected
- Escapes. Party learns that it is the matron of a large mimic colony
in the caves
- ENCOUNTER: Found Burgomaster Henrik Vandermill and
his wife Elara being held prisoner
- Promises to reunite them with their children
- DISCOVERIES:
- There was a group of kobolds who lived in the cave previously
- They were a peaceful warren, and they worshipped a copper dragon
named Braahmanxa
- The kobolds were mostly killed, but some may have survived, before
this group moved in about 2 years ago
- Braahmanxa has been a long-time resident of the Star Mounts in the
middle of the High Forest
- He is known to be a good dragon, a protector of The High Forest
- He has not been seen for 2 years
- There are hints that point to Maeve, aka “Angel,” as the cult
leader, but only circumstantial (not enough to “convict”)
- Descriptions of a charismatic leader who “gets shit done.”
- Descriptions of business ventures stretching into all the major
cities, and several outer towns and villages (including Secomber)
- Clues regarding the “Order of the Oculus Cryptic.”
- They seem to be in some sort of an arrangement with The Red Wizards
of Thay, a nation of wizards who practice dark arts
- The ruler of Thay is the Lich, Szass Tam
- Thay is very secretive, and they guard their territory fiercely
- The symbol of the eye is not related to Thay
- This group has agreed to transport certain items called “anchors”
from Thay to the Sword Coast region and plant them at specific
locations
- The locations are spread across the entire Sword Coast, as shown on
a map
- They appear to be on arcs centered on a region between the Sword
Coast and Thay, called Anauroch
- It’s not clear why Oculus Cryptic is working with Thay, but it is
clear that they do not hold Szass Tam (the ruler of Thay) in
particularly high regard
- Back at the creepy statue, party finds it has two large sapphires as
eyes (they were previously covered in muck)
- Back at Maribelle’s Hut
- Vandermills are reunited
- Maribelle agrees to cast Speak with Dead on several jaw bones of the
slain cultists
- DISCOVERIES:
- Qar had a bit of a crush on Angel, but Angel didn’t reciprocate
- Necromancer really wanted to usurp Angel, but never tried because
Angel was too ruthless
- Demon summoner says that Angel is “playing that Lich like a fiddle.”
- (Above table, this is referring to her arrangement with Szass Tam of
Thay… whom she actually looks down on)
- Capt. Jaques is good and loyal, but he has been brought under
control through a high level Geas spell by Angel
- Angel is at least a 7th level caster, confirmed due to the length of
time Jaques must have been under Geas
- Cloak (the mysterious cultist lieutenant who got away earlier) was
“always keeping secrets.”
- The “anchors” that Oculus Cryptic is installing for Thay have
something to do with something called a “Convergence of Ley Lines.”
- They are being installed on points along arcs centered on the
ancient site of Netheril between Anauroch and the cities of the Sword
Coast
- The sapphire “eyes” from the pillar statue were the eyes of the
Copper Dragon Braahmanxa
- They were transmuted into sapphires once they were removed from the
dragon
- This was part of a profane ritual to convert the dragon into
something… else
- The aberrant slugs were being experimented on by the Oculus
Cryptic
- They are seeking secrets of old and unknowable magic that reaches
into the realms of chaos
- They feel emboldened to do so because “the object of their
adoration” will protect them
DOWNTIME:
- Party returns back to Secomber
- Party seeks a cleric that can restore Capt. Jaques from the effects
of Geas
- Discover that a cleric of Selune, the Moonweaver, runs the local
temple
- Temple is mainly to Selune, but has shrines to most Good and Neutral
deities of the Forgotten Realms
- Findlay the cleric
- She/her, gnome, fun loving, anime cat ear style pink hair
- PC: Casey hits it off with Findlay, and Findlay agrees to help the
party with Jaques
- She absolutely hates the spell Geas
- Tronks (Just Tronks), the owner and proprietor of Hammered and Ink,
offers 6000 gp AND an uncommon magic tattoo in exchange for the armor of
resistance
- Party is still bartering
Play By Post 5 (Tex)
- Tex follows the Thayan Spec Ops team (led by Trellabrix, with Bright
Owl undercover as Vaeraxia) into the magical silo that was just
built
- The silo has a built-in communications and monitoring system that
detects telepathic communication– he cannot speak with Bright Owl
without being detected)
- While the team is asleep, Tex sneaks out to adjacent rooms and finds
several boxes of what look like supplies and materiel for war
- This appears to be a forward operating location to support an
invasion force– perhaps one of many
- Tex hacks into the security / comms system and spoofs an
announcement from the Advisor: “There is a traitor in your midst!”
- Dread Captain Trellabrix makes poor command decisions, and the
undercover Harpers operative Bright Owl / Vaeraxia makes good
decisions
- Trellabrix declines to phone home to Mission Actual for instructions
or to validate this message supposedly from the Advisor
- A quick call back to Thay would have confirmed that this was enemy
spoofing and probably would have led to Tex’s discovery (and maybe
Bright Owl)
- Bright Owl manipulates the resulting argument to frame Jorvax, the
arcanotech hacking specialist
- She plays on Trellabrix’s suspicion of his Lantan heritage and her
disdain for him
- Through sleight of hand, she plants her Lantan made comms piece in
Jorvax’s bunk
- Trellabrix summarily executes Jorvax for treason (She casts
Disintegrate and vaporizes him)
- Chaos with the team ensues
- Tex morphs from spider form to Tortle, sets the supplies and
materiel on fire in the other room through Burning Hands
- On his way out, Tex creates yet MORE confusion, and spoofs another
announcement from the Advisor with specific names of potential
traitors
- More poor decisions from Trellabrix, a friendly fire melee ensues
- Solenthra, the medic, is killed
- Trellabrix gets her act together, finally, and stops the
fighting
- Tex sees the remaining Spec Ops team crawling out of the silo and
vanishing together into the night
- Tex contacts Bright Owl’s handler via the comms piece she gave
him
- He is scried upon, and shortly thereafter, an older (but strikingly
beautiful) Tiefling woman appears
- The Wizard Sylvira Savikas, Chief Advisor to the Keeper of Tomes in
Candlekeep
- Clandestinely, also the High Harper, the leader of all Harpers on
Toril
- She offers Tex a position in the Harpers
- After a back and forth involving Zone of Truth and gaining trust,
Tex accepts
- She gives Tex a magical badge that identifies him as a member of the
Avowed in Candlekeep
- The Avowed are the standing military in Candlekeep, but ALSO many
Harpers are in this organization as well
- The badge will serve as his credentials under an undercover legend
as an Avowed LT (he chooses the name Rex)
- The badge will also teleport him to Avowed HQ in Candlekeep once per
Tenday
- She tells Tex to go in and establish himself under his cover
identity
- She will contact him later
- She erases Tex’s memory of her identity and face– but does so in a
way that is respectful of Tex’s agency, and she is very careful
Session Four
- The party hatches a plan to restore Capt. Jaques from the Geas and
to fool Angel into misdirecting some of her forces
- With the help of Findlay, the Geas spell is lifted from
Capt. Jaques
- Jaques is suffering extreme PTSD afterwards, though, and his second
in command, LT Jim Basil, takes command
- Basil makes smart command decisions, and is able to remove most of
the guards on duty protecting Angel’s estate
- The guards had been ordered there by Jaques while under Angel’s
control
- The party makes a big show of planning to go straight to Waterdeep
and the Lord’s Alliance to alert them of the cult activity
- This misdirects Angel’s people into following them on the road to
Waterdeep
- The party double back sneakily and return to Angel’s estate, which
is now only lightly staffed / guarded
- ENCOUNTER: Large gibbering mouther-like creature,
does a lot of damage to Hal
- ENCOUNTER: Enchanted armor, easily defeated
- ENCOUNTER: Terrifying cultist leader, can
potentially do tons of damage, but is cleverly defeated through use of
Spike Growth
- ENCOUNTER: Fight with Angel
- She is pulling together ooze, eyes, and mouths into a giant,
monstrous murmuring worm… (an UBER gibbering mouther worm-like
creature)
- She does a lot of damage to Sid
- She is defeated through a clutch use of dispel magic that removes
her Shield spell and lowers her AC enough
- Sid tears into her
- DISCOVERIES:
- The Red Wizards are planning a spectacular surprise attack on a city
on the Sword Coast, but you don’t know which one for sure
- The Timeline is sometime within the next 30 days
- Oculus Cryptic doesn’t care which one, though, because they are
planning to attack Thay once Thay is committed to the attack on the
Sword Coast city…
- The anchors that Thay is installing are meant to concentrate the
remaining power from the former Convergence of Netheril towards one of
the cities
- Once the majority of Thay’s military is committed to the attack on
the western city (whichever one it is), Oculus Cryptic is planning to
attack with the assets they have been building up for several years… one
of which includes an Ancient Copper dragon that has been transformed
into… something else. Something aberrant
- Oculus Cryptic has multiple cells scattered throughout Faerun…
though Angel was a significant leader
- Hal remembers stories of a powerful wizard from Greyhawk who
achieved lichdom… and later godhood… and who took the name Vecna. Hal
also knows the symbols of the eye and hand are associated with this
entity but not sure how. Putting two and two together, though, it seems
that Oculus Cryptic may venerate Vecna…
- The Murmuring Worm that Angel was building was intended to attack
Secomber from within… growing on the people within the town to become
even more powerful (and perhaps join the other aberrant creatures meant
to attack Thay)
Play by Post 6 (Tex)
10 days of downtime (15 total days into the campaign)
- Teleports into the Avowed HQ under cover as Lt. Rex of the
Avowed
- Spends some time getting to know the area
- Meets Col. Kale Linton, also undercover in the Avowed
- Col. Kale is a Harper agent, codename SENDER
- Tex (aka FIREBUG, aka Lt. Rex) is debriefed by SENDER and catches
him up on everything that’s happened (e.g. the Thayan spec ops team en
route to Candlekeep and BRIGHT OWL’s peril)
- SENDER is able to Scry on BRIGHT OWL and determine that she
is in danger
- Relays precise coordinates to JELLYBEAN, a Harper’s operative sent
in to perform an extraction
- Cut to: BRIGHT OWL and JELLYBEAN in Cloakwood forest, near the coast
(this was all relayed to Tex after the fact)
- JELLYBEAN is a Lapine (i.e. rabbitfolk) with rogue and wizard
capabilities
- He sneaks up on the camp under Greater Invisibility and
signals BRIGHT OWL
- BRIGHT OWL times her move, and then leaps back towards JELLYBEAN,
casting Silence on Trellabrix and giving JELLYBEAN enough time
to pull her into a teleportation portal
- They arrive at the Avowed HQ teleportation circle, unscathed
- JELLYBEAN assumes his cover as a sergeant
- BRIGHT OWL is revealed to be a Doppelganger (green skin, lanky,
unformed features)
- BRIGHT OWL assumes the form of a male Tiefling Lieutenant, short and
stocky with purple skin
- BRIGHT OWL and Tex have a cool moment with each other before parting
ways
Play by Post 6 (Main)
10 days of downtime (15 total days into the campaign)
- Halarik: engaged in study of Maribelle’s notebook
on herbalism and potion making, in addition to strategic planning with
the party
- Potion Recipes: Mab’s Blessing and Titania’s Kiss
Poultice (see below in Homebrew)
- Sid: writes a letter to Bastion von Bixley,
Adjutant to the Hidden Lords of Waterdeep and Trun’s friend, outlining
the things that have gone awry in Secomber and what they have
learned
Dear Bastion von Bixley,
I hope this letter finds you in good health and spirits, though
the news I bring is far from reassuring. It pains me greatly to inform
you of the dire circumstances that have befallen our dear friend Trun
and the town of Secomber.
A sinister cult, entrenched in the darkest depths of depravity,
has unleashed unspeakable horrors upon Secomber, threatening the very
fabric of life itself. Trun, with whom I know you are found of and see
him as if he was one of your own, narrowly escaped a fate that would
have been worse than any death you could possibly imagine at the hands
of these vile cultists. Through sheer determination and unwavering
bravery, we managed to thwart their nefarious plans, but not without
great peril and sacrifice of the fine citizens of the neighboring town
of Rainbow Mill.
In the aftermath of our harrowing ordeal, we uncovered a chilling
manuscript detailing the cult’s sinister machinations, revealing a
network of corruption that stretches across the Sword Coast like a
cancerous web. It is with a heavy heart and a sense of urgency that I
implore you to heed our warning: the tendrils of this cult run deep,
intertwined with the very fabric of society, and pose a grave threat to
all that we hold dear.
Furthermore, our investigations have unearthed troubling ties
between this cult and the Thay, suggesting a malevolent alliance bent on
sowing chaos and destruction throughout our lands. Their sights are set
on Candlekeep, and if left unchecked, they will stop at nothing to
achieve their vile objectives.
Given the gravity of the situation, it is imperative that we act
swiftly and decisively. However, certain details of our findings are too
sensitive to entrust to a mere courier. Therefore, I humbly beseech you
to arrange an audience with a representative of the esteemed Hidden
Lords Alliance. Only through coordinated efforts and unwavering resolve
can we hope to stem the tide of darkness that threatens to engulf us
all.
Yours faithfully,
Sid Barbarous, First Son of the House of Barbarous
- Sid: leads trip over to Maribelle’s hut to cast
Speak With Dead on Maeve’s corpse, during which things
- Maribelle casts Speak with Dead, but unknown to the group,
Vecna (or a projection of him) was in the room
- Vecna used Time Stop and some other magic to incapacitate
Maribelle, and he used necromantic magic to control Maeve’s corpse and
make it look like she was answering the Speak with Dead
questions
- The party eventually clued into the fact that something was awry,
but not until they had agreed to share secrets about themselves with
“Maeve” in exchange for information (which is not normally part of
Speak with Dead)
- Once Vecna left, Maribelle completed the spell like nothing had
happened– and the actual Speak with Dead spell was cast
- The party heard the following from the encounter with Vecna / Maeve:
- Vecna: the remaining followers holed up in Secomber
are “little consequence”
- Sid shares a secret involving a cherished memory about
bacon and his grandmother
- Vecna: dragons have been transformed into
“something better” and “you can be transformed as well”
- Casey shares that he believes no Yuan-Ti can be redeemed
and that, while he failed at Yuan-Ti ascension, he does not consider
himself to be a failure
- Vecna: the dragon Braahmanxa is on his way to Thay,
on a line starting from the Star Mountains
- Hal shares that the flute that he plays was pulled from the
corpse of his father after he was was murdered by orcs
- Vecna: followers are “everywhere, where this is
power, where there are secrets”
- Sid shares that he counts on his fingers still
- Maeve’s Corpse: the Oculus Cryptic has members in
the Harpers, the Zhentarim, the Emerald Enclave, and at least one in
every large governing body on Faerun (e.g. the Sword Coast cities and,
presumably, Thay)
- Maeve’s Corpse: Names mentioned as undercover
cultists:
- Lord Everember, Lord’s Alliance, Neverwinter (Trun’s dad)
- Nine-Fingers Keene, Candlekeep
- One of the Hidden Lords, Waterdeep
- Maeve’s Corpse: Doesn’t know how the dragons can be
restored or if they can
- Maeve’s Corpse: Braahmanxa was transformed into a
Dracolich
- Sid has a conversation with Trun and learns the
following:
- Trun’s real name is Trundyl Everember, and his father is Lord
Everember, an aristocrat in Neverwinter who is apparently very close to
Lord Regent Neverember
- Trun didn’t have a happy childhood and left home as soon as he
could
- He loves surfing on an island off the coast of Candlekeep called
Toroidal Shoal
- Trun has seen the creeps that followed the party and are affiliated
with Maeve frequenting an abandoned warehouse on the edge of town
- Chester discovers that the strange liquid found in
wine casques in Maeve / Angel’s house was actually an aberrant solvent
that was used to remove Braahmanxa’s bones
- This implies that Braahmanxa may not have been completely
transformed– rather his bones were extracted to build a Dracolich
contruct
- Braahmanxa can be resurrected potentially
Session Five
- Entered the Thayan portal to raid the Crimson Academy, hoping to
find the rest of the anchors
- Fought some clockwork sentries who were set up to guard the area
- Sentries hit hard, knocked Casey out
- Mages were attempting to enter the room, but clever planning
resulted in chained and barricaded doors
- Findlay waiting on other side of portal to dispel
- 8 of 8 boxes were exfiltrated
- Portal was destroyed by Findlay, one of the Sentries was also
exfiltrated
- Memory unit revealed precise location of one of the anchors (on the
way to the Star Mount dragon lair)
- Found 2000 GP in platinum coins, 61 healing potions, and 7 rare
potions (which I will roll for later)
- 61 healing potions donated to Findlay’s temple
- She is very grateful and bestows a Divine Intervention for the
party’s use (equivalent to any 8th level or lower spell)
- Maj. Elowen Thalavar, a lunar elf Waterdavian Guard soldier, arrives
to arrest Capt. Jaques to haul him in for court martial
- Casey convinces her to be sympathetic, Halarik convinces her to wait
a day and phone home to see if he really needs to be
arested
- Talking with Trun, the party discover that his dad is a serial
cheater on his wife and overall tool
- Long rest
- The party sets out for the lair, by way of the Star Mount
anchors
- Long rest
- Anchor Encounter
- The party find one of the nine anchors hidden in an illusory
rock
- Portal gun manuever the Hither Thither staff destroys the
anchor
- Encounter with Chimera
- Defeats Chimera, retrieves some scales and some fangs that may be
used to craft up to a +2 weapon, depending on artisan and quality (needs
to be pristine, will give ita 40% chance)
- Arriving at the lair of Braahmanxa, the party find that it’s been
taken over by orcs since his murder and transformation by the Oculus
Cryptic
- Clairvoyance to spy on the inside of the cave
- Kobolds have been captured and are tied up
- Orc leadership is trying to find a way into the hoard below the
throne room
- Complicated portal gun manuever gets the party in a good
position
- Fight ensues, orc leader is killed, orc caster is kept alive /
knocked out
- Kobolds saved, protectecd by Halarik
- Kazrog claims leadership over this band of orcs by violently killing
the leader
- Aftermath
- Find a huge hoard and 5 wyrmlings, 1 copper, 1 Amethyst, 1 Sapphire,
1 Moonstone, 1 Topaz
- Find the body of Braahmanxa, rotting in the middle of his hoard and
boneless
- Party expends their Divine Intervention by casting resurrection on
the boneless body of Braahmanxa
- In spectacular fashion, the Moonweaver casts down a beam of pure
platinum light through the cave (literally searing a small tunnel down
from the surface) which resurrects Braahmanxa
NPCs
Unknown
Secomber
- Harlan Coinbuckle: Owner and proprietor of the Singing Sprite,
humble, not too bright, hard worker
- Trundyl Everember, aka Trun: a young server at the Singing Sprite,
somewhat awkward, surfer bro accent, prodigal son of Lord Everember, a
high noble in Neverwinter
- Pim Willowrush: a cantankerous halfling bartender at the Singing
Sprite
- Maeve, AKA “Angel”: Mysterious halfling woman with purple hair who
owns a stake in the Sprite
- Capt. Jaques: Commander of the town guard of Secomber, affiliated
with Waterdeep
- Findlay, High Priestess of Selune the Moonweaver: fun-loving gnome
female with pink hair, anime cat ear style
- Tronks (Just Tronks): Owner and proprietor of the Hammered and Inked
Tattoo Parlor and Blacksmith
- Jynx, a Quickling courier who couriers messages and packages for 250
gp
Thay
- Thayan Spec Ops Team on a mission to Candlekeep:
- Trellabrix, Dread Captain, Corsair of the Red Wizards: (late 20s,
she/her, human)
- Drelix, Acolyte Cadet Lieutenant, 2nd in command to Trellabrix:
(late 20s, he/him, human)
- Vaeraxia, Acolyte Cadet Lieutenant, Logistics officer: (late 20s,
she/her???, human???)
- This was a cover for BRIGHT OWL that has now been burned
- Undercover Harpers agent, codenamed BRIGHT OWL
- SECRET: Doppelganger presenting as human
- Ildrex, Acolyte Cadet MSgt: (he/him), Demolitions specialist
- Hexara, Acolyte Cadet LT: (she/her), Intel / counter-intel
specialist
- Jorvax, Acolyte Cadet MSgt: (he/him), Arcanotech specialist
- Killed by Trellabrix because of a ruse by Tex
- Solenthra, Acolyte Cadet MSgt: (they/them), Medical specialist
- Killed in a friendly fire melee caused by Tex
- Szass Tam, High Ruler of Thay: Lich, strategic thinker
- The Advisor: ooze-like entity that lives in a pool outside of Szass
Tam’s quarters, mysterious
Rainbow Mill
- Burgomaster Family:
- Burgomaster Henrik Vandermill: stout and serious man with deep sense
of duty to Rainbow Mill
- Elara Vandermill: Loving wife and partner, compassionate and
warm
- Adrian Vandermill: oldest son (16), adventurous, naive
- Lila Vandermill: oldest daughter (18), precocious / punk, stepping
into her dad’s shoes as Burgomaster
- When Rainbow Mill was attacked, she and her brother served and took
charge
- She grew an extra arm on her back due to an encounter with an
aberration
- Maribelle Quickwater:
- Powerful hag who lives on the outskirts of Rainbow Mill
- Makes healing potions that do max healing
Candlekeep
- Elaina Darrow, Keeper of Tomes (i.e. Governor) of Candlekeep
- Archmage Sylvira Savikas, Chief Advisor to the Keeper of Tomes of
Candlekeep, Harpers agent, codename SENDER
- Colonel Kale Linton of the Avowed, Harpers agent, codename
SENDER
- BRIGHT OWL, Doppelganger secret agent for the Harpers, now
undercover as a LT in the Avowed after having been burned undercover
with Trellabrix’s Thayan Spec Ops team
- JELLYBEAN, Lapine secret agent for the Harpers, now undercover as a
SGT in the Avowed
- Nine-Fingers Keene (unknown, reference only)
Neverwinter
- Lord Regent Neverember, ruler of Neverwinter
- Lord Everember, the Lord Regent’s first cousin, member of the Lord’s
Alliance
- Ramlyn Cimberever, Trun’s cousin, also a noble, but lower ranked,
good friend
Waterdeep
- Bastion von Bixley, High Adjutant to the Hidden Lords of Waterdeep,
surrogate parent to Trun
Loot
Encounter: On the road to
Rainbow Mill
- [Art] Creepy cultist mask, 250 gp
- [Item] Crude blue sapphire pendants, enchanted with message spell
but imparts dis against wis saves, 5x
- [Consumable] Poison capsules (DC 15 con save or take 50 poison dmg,
half on success), 5x
- [Item] Pristine low rank uniforms (Order of the Oculus Cryptic),
3x
- [Item] Damaged low rank uniforms (Order of the Oculus Cryptic),
2x
Encounter: Rainbow Mill
- [Item] Hand drawn map to stronghold near Unicorn Run
Encounter: Maribelle
Quickwater
- [Consumable] Supreme Healing Potion, Max Healing (10d4+20 ==
60)
Encounter: Cave Complex,
Unicorn Run
- 4,590 gp
- [Item] Crude blue sapphire pendants, enchanted with message spell
but imparts dis against wis saves, 8x
- [Item] Exquisite blue sapphire pendants, enchanted with message
spell but imparts dis against wis saves, 3x
- Two of these have been dispelled and are now mundane, 2x 500gp
- [Consumable] Dust of Disappearance, 2x
- [Item], Armor of Resistance (choose resist, choose style up to chain
mail)
- [Art] Aberrant portrait of Tiamat, 250 gp
- [Art] Artistic treasure map of somewhere in the Underdark, aberrant
iconography, 250 gp
- [Art] Bust of an Erinyes, 250 gp
- [Art] Clockwork artwork from Lantan, 250 gp
- [Component] Diamond Dust, 500 gp
- [Scroll] Revivify
- [Item] Wand of Magic Missile
- [Scrap] Sundered / burnt out splint mail armor, 100 gp
- [Scroll] Secure Telepathic Link
Magical Purchases
- [Consumable] Potion of Healing, 13x (purchased for 50 gp
apiece)
Encounter: Maeve, AKA Angel
- 4313 gp
- 3177 gp
- [Item] 6 gems, aquamarine, 100gp each
- [Scroll] Spell Scroll of Heal
- [Item] Ring of Protection (cursed)
- [Consumable] Potion of Clairvoyance
- [Consumable] 1 Potion of Supreme Healing (regular)
- [Item] Bag of Beans
- [Gem] Diamond, 500gp
- [Gem] Sapphire, 2500 gp
- [Item] Hither Thither Staff
- [Evidence] Angel’s ledger
- [Item] +1 Weapon, group’s choice
Homebrew
Potions
Mab’s Blessing
Functions as a healing potion. Heals 1d4+1 HP. Removes one level
of exhaustion. 50/100 gp value (vendor / retail)
Recipe
- [Foraging] Silverleaf leaf, 6x
- Chance to find in forest area, one attempt per short rest
- “Foraging / Herbalism” check (d20 + WIS + Proficiency)
- DC 18: 3d6 leaves
- DC 10: 2d6 leaves
- DC 5: 1d6 leaves
- Herbalism kit (not consumed)
- 1 day’s worth of effort
- “Foraging / Herbalism” check (d20 + WIS + Proficiency)
- DC 22: 1d4 potion yield
- DC 5: 1 potion yield
Titania’s Kiss Poultice
Can be applied topically. Removes any poisonous or natural status
effect from a CR 5 source or below. If applied to a recently deceased
creature within one minute of death, imparts the effects of gentle
repose. 75/150 gp value (vendor / retail)
Recipe
- [Foraging] Silverleaf leaf, 2x
- Chance to find in forest area, one attempt per short rest
- “Foraging / Herbalism” check (d20 + WIS + Proficiency)
- DC 18: 3d6 leaves
- DC 10: 2d6 leaves
- DC 5: 1d6 leaves
- [Hunting] Ooze residue, 3x units
- “Medicine” check
- DC 18: 3d4 units
- DC 10: 2d4 units
- DC 5: 1d4 units
- Herbalism kit (not consumed)
- 1 day’s worth of effort
- “Foraging / Herbalism” check (d20 + WIS + Proficiency)
- DC 22: 1d4 potion yield
- DC 5: 1 potion yield