Gaming

Failure in Thay – DM Notes

Standing around the oak tree in the courtyard of the Silver Bough, Tobin’s Revenge is trying to make sense of the last 30 minutes.  They understand they almost lost everything, and their friend Tethren saved them.  But at what cost.  Beglwyn shares the moment she was able to hold before coming appearing in the courtyard.  She believes with all her soul that Tethren died to save them.  Others in the party either don’t want to or can’t accept that conclusion.  Thessa ushers them in from the cold.  The naiad Liriel has gathered the central tables together to accommodate the entire party.  The dryad Sylvara is behind the counter, busy with a large kettle and several pots and cups.  Thessa joins Sylvara and whispers something to the young fey.  Sylvara nods, walks to the door, dons a cloak, and leaves quickly.  Meramin remains, alone, in the corner table where the group last shared tea and stories, staring at the curtain covering the hallway to the back offices.

The party tries to make sense of what Belgwyn saw.  Some wish that the shop had something stronger than tea.  Sariel is pondering the meaning of the inscription and gem within the locket.  She musters the courage to approach Meramin in her solitude, placing the open locket on the table.  She attempts to encourage the halfling with words of hope that Tethren is somehow going to be fine.  They just need to figure out how to help him.  Meramin looks at the locket, then Sariel, and returns her gaze to the curtain without a single word.

As the tea begins to settle the party some, there is the sound of a door opening in the back hallway.  Sounds of a distant tavern reach the main room followed by steady footsteps.  The door closes and the tavern noise dies.  Stepping through the curtain first is Sylla, who immediately sits with Meramin.  The two quickly begin conversing in private.  Next is the dragonborn Rhogar followed by a human figure some of the party vaguely recognizes.  Rhogar introduces newer members of the party to their friend Sam Spade.  EKIM, Seebo, Sariel, and Belgwyn know this man, but the details are fuzzy and hard to coalesce into something useful.

A final man steps out into the main room and takes in the group.  He is an older human, long grey brown hair and neatly kept beard.  He carries a handaxe and an old looking pistol in belt.  The long coat is salt-stained but well kept.  He measures the group and only comments that this was not what he was expecting.  Rhogar introduces the stranger as Dyer Swiftsong.  Seebo, standing in his armor, extends his hand towards the sailor.  Dyer takes it firmly and greets Seebo by name.  The group, maybe the gnome the most, is highly suspicious that this man knows Seebo by name.  Observing the group, Sam speaks up and begins to weave the story.

A few days ago Dyer had walked in the tavern where Sam keeps his office.  He was looking for Sam and the Dark Walkers by name.  In speaking with him they came to understand that Dyer knows who they are, but not ‘who’ they are.  It is recognition of the situation.  He was also knowledgeable of Tobin’s Revenge, and their plight against the cultists of Tiamat.  He couldn’t explain why or how he knew, he just knew.  To add to the mystery, Dyer cannot recall a single memory of his past, not one.  Between that moment and when Meramin called in with news of the palace battle, nothing could make sense of Dyer.  Meramin’s news ignited a theory in Sam’s mind.

Sam explains that, while no one can exactly understand why, there are times when souls within the universe become entwined.  He has heard of a few cases where multiple people seem to carry the same knowledge, drive, and purpose while not understanding their pasts.  They were just rumors, but Dyer fits the story.  He appears in the tavern at roughly the same time as Tethren seems to have perished, knows things Tethren would know, and wants to help in the Darkwalkers’ mission.  There is no proof but not believing is something Sam and Rhogar are unable to do within their life experiences.

At the time, the conversation between Sylla and Meramin quickly reaches a much higher volume.  Meramin kicks out the chair blocking her exit opposite of Sylla’s positioning.  Before Sylla and stop the halfling she demands that Dyer stand.  As he stands, she grabs the chair he was using and stands up in it.  Staring eye to eye with the sailor, Meramin’s search for something in vain.  “I don’t care what the others are trying to say!  You are not him, nor could you ever be him.  Even if there is another, they won’t be him either” she says sternly without breaking eye contact with Dyer.  She steps down and makes her way out into the courtyard, her body language clear that she does not want to be followed.

As Sylla reluctantly joins the larger group, Sam finishes explaining the theory.  He tries to describe the notion of the Rule of Three.  The Rule of Three could be considered a universal truth that all significant events come in groups of three.  If Sam is right that Tethren and Dyer’s souls are entwined, then that means there is an unknown third soul also connected.  Sylla and Rhogar sit in silence having fully accepted that Dyer’s existence in this room truly means that Tethren sacrifices his life to save his friends.  If Sam is right, then somehow Tethren’s soul is linked to Dyer, but the consequences of that connection is beyond anyone in the room, perhaps in the realm, to understand.  Dyer just sits there, continually absorbing the situation.

After some time, mostly in silence, occasionally broken by the same questions and answers just stated differently, Sylvara returns with two others.  Lady Raventree and Leison hang their coats in the entryway before stepping into a sight that their minds and hearts couldn’t believe until their eyes saw.  They burst into happy hellos to those they thought lost two days ago in the palace battle.  Neither has much more information on the battle and aftermath that Thessa hadn’t already provided.  Several members note that Thessa knows a lot more than one would expect of a tea shop owner.  What the Harpers are able to provide is an update to the actions the council took thinking their investigation arm had been destroyed.

The information from the supposed defector at Xonthal is being scrutinized.  The thought is that if the cult and the dragons were brave enough to assault Waterdeep and its palace, more suspicion needs to be had on the veracity of the letter.  The Thayan envoy has begun to lose patience and interest with no delegate to travel with her back to Thay for discussions.  Lady Raventree believes she can get the envoy to take them but feels a quiet approach is better at this point.  A discrete meeting tomorrow afternoon could be possible if the group could rest up this evening.  It doesn’t take much for the party to pick this path.  Before Lady Raventree leaves to make the arrangements, she has a private moment with Rhogar.  When finished, Rhogar nods to the Harper, gathers the rest of the Darkwalkers, and all return down the hallway after short solemn goodbyes.  They promise to keep them abreast of any new information on their situation.  Lady Raventree and Leison depart in their carriage, which is quickly replaced out front by a couple of common carriages, ones that would not draw attention, of which Sariel is quick to notice all the attendants wear the harpers clasp.

Given everything, it feels good to be back at Trollskull Manor.  The staff is ecstatic to see their proprietors alive and well.  They report that Volo has been hanging around since the news of their deaths had reached the gossip circles.  They also inform the party that something has been making a racket upstairs.  And while they would normally have blamed Lif, he had been accounted for downstairs by all three of the staff.  Exhausted physically and mentally, each member finds their beds.  Dennis is immediately taken aback as he enters his room.  Everything is a mess.  All his papers and books have been tossed around the room.  Amongst some of the loose papers are short messages.  “Do you remember?”, “Do you know why?”, and others are all handwritten and signed “A”.  As Dennis collects himself he can only think of one person that ever signed notes “A”.  A dwarven student named Aldric, though Dennis will always mispronounce his name along the lines for Algrec.  Dennis attempts to explain away the notes to others in the hallway.  Mentioning a student that traveled early on in his research but died in one of the first ‘encounters’ Dennis ‘researched’.  He senses this may have something to do with the magical deck of cards he tempted fate with some time ago.  As the conversation in the hallway drifts towards the party’s experience with the Deck of Fate’s Chance, Sariel senses a change from within the box holding the deck of cards.  Upon examination she discovers that the deck has more than doubled the number of cards than the last time it was out.

Well rested the next morning, the party remains at Trollskull Manor until the carriages return in the late afternoon.  They are taken to a warehouse within the supporting area of the Waterdeep Palace.  Outside the warehouse, Leosin waits for the group.  Before entering, Leosin asks if any of the party has an understanding or experience with traveling to Thay.  Dennis provides all present with a mini lecture on Thayan culture, political structure, and an overview of the land.  Leosin, while not surprised, is impressed and agrees with Dennis’ assessment.  He warns that while the party carries warrants of protection from both the Lords of Waterdeep and the Lords’ Alliance, their safety is not guaranteed in Thay.  He warns that any person of import be treated differentially from others and by title, never name alone.  He suggests that any of the party that may have access to necromantic magic make it known as it may impress upon the Thayans.  Once his briefing is complete, he walks them in and introduces Nyh Ilmichh as the envoy from Thay, and the one responsible for their transport.

Wasting no time, the red mage beckons the group to the center of the warehouse and promptly casts a spell.  The ground around the group is encircled by runes on the ground, and with a flash of light, the party instantaneously stands before a large fortress.  The cold of Waterdeep’s late winter is replaced by the cold of death.  The land around is flat, arid, and windswept.  The sky is darkened with volcanic ash.  Entering the fortress the party is slightly taken aback at the present of not a single living soul other than themselves.  All the servants they pass are either spiritual or undead.  It is not until they enter the reception room that they see their first ‘living’ Thayan beyond Nyh.

Entering the reception room, the party is met by about a dozen mages and several wights.  A single female wizard is introduced by Nyh as Tharchian Eseldra Yeth, who without pause begins the proceedings.  She explains in many words that Thay and the Sword Coast share a common enemy and guarantees that if the group before her and the Council of Waterdeep can provide the right information, Thay will deal with the enemy themselves.  She claims to act in the name of Szass Tam, the ruler of Thay.  Not giving the adventurers a moment to respond she warns that normally envoys to Thay are personally, not groups, and expects respect to that tradition and decorum.  She will speak to each but not to all.  She continues, despite Dennis’ attempt to get a word in, letting them know that should they not like the arrangements, the way home is through the door in which they entered.

Thus begins the audience with the Tharchian.  She speaks to the group, though addresses each member in sequence.  Some questions are tactical in nature, others probe into the arrangement of the group before her, and still she seeks answers of a personal nature from some.  Dennis is called out for habit of leading the conversation, seemingly caught in a lie while back peddling a response.  Fionne is acknowledged for her abounding silence.  While Sariel and Groz’s uncommon nature become a topic of small interest.  As the audience comes to a close as quickly as it started, the group is left feeling slightly not at ease given the seemingly extensive knowledge the Thayans possess of the adventurers.  The Tharchian indicates that she will have an answer in the morning and insists her guests enjoy themselves.  They are herded out of the audience chamber and into a banquet room already set for dinner.  Surprisingly all the favorite food and drink of each member of Tobin’s Revenge is laid out before them.  The whole of dinner is served by silent and unresponsive spirits.  The group is hesitant at first, but soon enjoys the meal while pondering the line of questioning.  When the meal is done, each member is shown to lavish private quarters and eventually find rest in the most comfortable accommodations any of them have ever experienced.

In sleep that night, each of the adventurers finds themselves before a group of Red Wizards.  Some experience the racking pain of torture while bound to a slab.  Others, a conversation in a simple room around a table.  Sariel, the sole member of the party that does not sleep, finds a single wizard as a guest in her memory of her first trip to the outskirts of Luskan with Tethren at the site of Arkalis’ former home.  Each is pressed with a line of questioning.  Some questions require more detailed knowledge of the cult and options available.  Others pry deep into the personal life of the subject.  Secrets, feelings, and lies are laid bare as the party realizes that while they experience their own questioning, they also witness the questions of all the others.  Several experience a focus and implementation of techniques that weigh the validity of their responses.  It seems that the wizards are able to weigh the persuasiveness or deceit of some, while others just speak freely.  At the conclusion of their interrogations, as that is what it was, Belgwyn and Hupp awake with screams, bed covered in blood, yet no visible signs of wounds on their bodies.  Neither sleeps that night and feels the exhaustion in the morning.

All the members that experienced the dream torture are drained of color and look like walking dead at breakfast.  The rest seem to have resisted the effects of the Thayan methods.  Speaking at breakfast the party focuses on several revelations.  Fionne and Sariel open up to the group about the guild contract on Tethren.  Fionne claims she never found out who issued the contract and never intended to carry out action on it.  Unknown to Fionne, the others silently acknowledge that at the end of Fionne’s questioning they saw a young woman instead of the young child that travels with them.  Small exchanges over what members think or levels of trust exist occur.  Many found Sariel’s line of answers to remain outside of understanding and continue to seek more clarification.  In all, the experience has taught the group much about each other.  Though whether in a positive way is not exactly clear.

Following breakfast, the group is led back into the audience chamber to find only Nyh present where the Tharchian stood.  As soon as the party assembles, she extends words of thank you for their provision of information.  Unfortunately, she states that the attention of Thay is needed on matters within, and before the group can act, she casts a spell that activates another circle of runes at their feet.  With another flash of light, they find themselves no more at the Nethwatch Keep, but an abandoned and ruined farmhouse on the outskirts of Waterdeep.  It seems that they have failed in securing the support of Thay against the cultists.

Weighing their struggles at the palace and failure in Thay, some members begin to think they need more help in their endeavors.  The thought about seeking answers in the Deck of Fate’s Chance is floated, and some of the members bite.  EKIM draws the Mage card, and hearing a long past lecture of Dennis’ in his mind, finds his mind clear and more sharp.  Hupp pulls the Map card and senses that when the time is right he will be able to locate any object or person he wants, regardless of where they exist.  Next, Dennis takes his chance once again and holds the Expert card.  As the card vanishes into nothing he is overcome with a backflip, feeling an odd sense of agility not present in him before.  Seeing only the positive, Faris takes a turn and immediately is fluent in five languages he did not know mere moments before as the Book card disappears from existence.  Lastly, Seebo, another past participant of Fate, is the sole drawer of less than wanted fate.

Holding the Ooze card in his hand, Seebo is startled by a drip of green goop from the partially missing roof above.  As his gaze turns skyward, the card evaporates, and a cube of gelatinous ooze falls, completely encapsulating him within its corrosive embrace.  For the second time in almost just as many days, Seebo finds himself on the brink of death.  Unable to cast any spells to free himself, the party moves to assist.  Groz is able to slice some of the ooze away but at the cost of damaging her glaive.  Sariel attempts to grab Seebo from outside with the hopes of teleporting him free, but fails to reach his hand before the pain of the acid burns forces her to pull away.  A blast of lightning gets the group closure, but also puts the gnome on death’s door in the process.  A little healing from Sariel’s magic, and a javelin spear thrust from Belgwyn revive and free their friend.

The last half week has not been kind to Tobin’s Revenge.

Session Date – 21 August 2026

Roster

  • Belgwyn
  • Dennis
  • EKIM
  • Faris
  • Fionne
  • Groz
  • Hupp
  • Sariel
  • Seebo

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