Gaming

In Pursuit of the White Wyrmspeaker – DM Notes

In the final moments of the failed cultist ambush, Meramin Glenhollow is focused on finding the released soul of the fallen Lucius.  Lucius, having passed on, begins his journey to the afterlife.  Seeing visions of his family left behind, the regrettable horrors committed to same them, and perhaps what could have been a redeemed end had he had the time.  He turns he sees his fallen body cradled in the lap of the halfling he just met the other day, her armour adorned in glowing ruins.  All around the blurred and streaked images of the chaotic preparations of combined efforts of various members from both Tobin’s Revenge and the Darkwalkers for the return of the banished dragon threat.  From Meramin’s focused body arises a glowing specter of herself.  She approaches Lucius, relieved that she has found him.  Letting him know she doesn’t have much energy left to hold the spell and that his companions wish him to not leave just yet, she offers him the choice to return back to life with her.  Knowing his journey is not over, he accepts her guidance and in a flash is gasping for breath, lying on the ground.

Meramin smiles and welcomes Lucius back before struggling to her feet.  Within a handful of steps she begins to collapse, barely being caught by Tethren’s tail.  Scoping up the now barely conscious Meramin, Tethren looks pleadingly at Rhogar saying that it was too much.  They need to go home now.  Sylla rushes over to Tethren and begins to attempt to tend to Meramin.  Rhogar, patting Belgwyn on the shoulder in an approving while apologetic way, makes his way to Tethren.  Looking over Dennis, Lucius, Fionne, and Sariel (just now exiting the tavern into the alley) he warns them that they will not always be able to help.  Looking at Meramin with concern adds or be willing to pay the price.  With one acknowledgement amongst the two groups,  the Darkwalkers disappear in a blinding flash.  The now recognizable whirlwind of ethereal flames slowly dissipating where they stood.

Relieved, all the members of Tobin’s Revenge retire inside the tavern to take stock.  The cult was bold in making such an attack in the middle of the city while in full regalia.  Also having the ability to confront them with a young dragon under the noses of the city’s defenses. The message was clear as day, they mean business and are capable of challenging those opposed to them with force and determination.  They all turn in for the night, prepared to push forward with their plans to find and stop Varrum the White Wyrmspeaker.

The next day the party boards a long boat destined for the famed Baldur’s Gate.  As they make their way out of the harbor they see a distinct vessel, about the same size of the one they have boarded but heavily fortified on the bow.  There is not much activity and the party quickly realizes that it is the original vessel called for their eventual journey to the northern frozen seas.  The journey to Baldur’s Gate is uneventful.  Traveling up the river mouth to the city’s harbor, the party takes in the sight quite opposite of the City of Splendor they have just left.  Fortified, imposing, and full of energy, the members understand that this is not a place to mess around in.  Dennis takes in the city differently.  Devis is somewhere in there most likely plotting Dennis’ next folly in front of the college deans.  The party is willing to confront Devis, but Dennis is hesitant of such an encounter with the archmage.  Instead he insists they continue their pursuit of Varram.

Switching to a smaller river boat, Tobin’s Revenge passes the famed Wyrm’s Crossing (without harassment albeit) and travels upriver to Elturel.  From there the party transitions to land travel, making their way northeast to the Trade Way and then northwest to Boareskyr Bridge.  Most of the current members of Tobin’s Revenge remember this stop on their way south while in pursuit of Rezmir.  A decent sized settlement without any permanent structures.  They remember that the main hub of activity is in the largest pavilion near the center and home to Bolo’s Tentside Inn.  They make no delay and seek out the proprietor of the establishment, a rough and tumble female tiefling.  Inquiring about a ‘dwarf with a mask’, Bolo doesn’t remember a mask but tells them a tale of the heroic dwarf in a purple tunic that killed the serpent spy not two days earlier.  They quickly learn that their quarry departed to the north with an escort of at least a dozen hired ‘guards’ to take care of the serpent threat.

Without stopping for rest Tobin’s Revenge pushes on, following the easily tracked trail into the High Moor region.  After traveling for the remainder of the day basically eventless, except for the discovery of an explorer’s shallow grave, the group makes camp at the foot of the Serpent Hills.  The next day they push on, eventually following Varrum’s trail into a canyon deep within the Serpent Hills.  Within both walls of the canyon the group begins to see an increasing number of caves, now empty but have evidence of once being inhabited.  The further they travel up the canyon the more signs of a past settlement present themselves until the trail ends at the foot of a ladder leading to what seems a large shelf in the canyon wall above.

Under a greater invisibility spell cast by Dennis, Lucius makes his way up the ladder.  Before him are a pair of 20 foot tall statues and behind a 40 foot tall carved edifice.  In the low light of the twilight the details are hard to make out from the edge of the shelf.  As Lucius begins to make his way closer, the two statues turn towards his invisible self and a booming voice speaks a warning welcome from Diderius and asks what he seeks.  Acknowledging that he seeks wisdom the statues return to their original orientation with another loud grinding.  Afterwards the remainder of the party join him, pulling up the ladder, and debate their next course of action.

With night on them and a fear of 10 graves found below the party decides to take on the interior behind the recently forced open door before them rather than spend the night outside.  Beginning their journey within the party is at times presented with warnings from the same voice heard outside (but only once Lucius has entered the room) allowing them to avoid potential pitfalls or danger.  But danger still finds them.  An easily handled mosaic tile chimera is followed by a hard hitting cave in and bone boulder trap that leaves the party in bad shape including an unconscious Sariel.  After a short rest and extra healing the party takes stock of what they have discovered so far.  Outside the mosaic tile room is an ante chamber with a well and basin that drains to another location behind the wall.  The most logical location of that basin drain is blocked by the passageway caved in.  At the bottom of the sloped hallway the bone boulder rolled down is an ornate room smelling of incense and decorated with rich tapestries.  This is the location of the party rest.

After their rest they choose to head through the smaller and simpler door, discovering a long looted and empty library.  Within the library they encounter a trapped ghost that quickly is overwhelmed by her failure to protect the legacy of Diderus’ work.  At the far end of the library the party finds another ornate door much like the one from the adjoining room.  Heeding the warning given the group, except for Divad who remains in the library, the party pays homage to Mystril and passes through the door with heads bowed and a hand up like holding a lamp.  They take in a stone throne and dais in the form of a floating cloud.  Sitting on the throne is a large figure with a long white beard and garbed in a purple toga.  At the foot of the throne is a sizable pile of treasure amongst ordinary offerings.  The figure demands tribute for Diderius’ insight.  Each member leaves an offer, from silver to gold to a concealed note.  The party even ‘makes’ Divad leave an offering in order to not cross the figure on the throne.

Leaving the throne room behind, the party finds themselves in a dining hall.  To their left is a passageway leading to a door now staked shut from this side with ‘DANGER’ written in chalk on it.  To the right side of the room is another doorway.  In the room are two plain stone tables and one larger marble table.  Seated at the marble table in silence are five bearded devils that do not even acknowledge the party as they enter the room.

Session Date – 03 October 2025

Roster

  • Oogway
  • Fionne ‘The Ankle Biter’
  • Lucius
  • EKIM
  • Dennis Johnson
  • Sariel
  • Sir Reverend Father Divad
  • Groz

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