Session Summaries

Interlude

Following their hard-won victory against the Frigid Woe, the adventurers return to Syrinlya to celebrate their newfound fortune. However, the road ahead beckons the companions in different directions. Whisper and Halite accept a lucrative contract to guide a new expedition into Aeor, while Gerhard is reunited with his brother and decides to return home to rebuild his life. The remaining party members—Doctor Pepe, Elara, Kragor, and Scarlet—set sail back to Palebank Village.

Upon their arrival, they receive a heroes’ welcome from the saved townspeople and a formal letter of introduction to the Uthodurnian court. Amidst the joyous celebrations and Elara’s captivating performances at the Jolly Dwarf, a quiet secret looms. Kragor hides the salvaged white dragon egg in a secluded, frozen ravine, checking on it weekly. Soon, the egg hatches into a ravenous wyrmling he names Rimeflake. Kragor nurtures and guards the beast in secret until its wings are strong enough to carry it into the frosted hills. With the dragon gone and their business in Palebank concluded, the remaining heroes prepare to look toward their next great destination.

The Road to Uthodurn

As the adventurers plan their next move with their newfound wealth, the village leader Elro Aldataur offers them a high-stakes contract: escorting a caravan carrying a secretive, powerful Aeorian artifact overland to the mountainside city of Uthodurn. Joined by a squad of elite Glassblades and a devout dragonborn cleric named Therin Sunscale, the party embarks on a grueling journey across the frozen Crystalsands Tundra.

The tranquility of the march is shattered on the seventh night when a devastating ambush strikes the camp. A colossal purple worm bursts from the frozen earth, flanked by shadow-draped ghasts and a silent, parchment-faced warrior riding a deadly Moorbounder. The assault is swift and merciless; several guards and teamsters are slain, and Therin is nearly felled. Despite the heroes’ desperate defense, the mysterious rider escapes with the primary artifact.

Left with only a smaller chest of relics, a traumatized young recruit named Brennik, and one surviving teamster, the battered companions must press on. Along the treacherous mountain trails, Kragor finds a hidden shrine to Kord, receiving a warm divine blessing after offering his mother’s heirloom. With the druid Scarlet twice wildshaping into a massive Flot goat to haul the overloaded wagons up the steepest slopes, the weary survivors push through the freezing night to finally reach the majestic gates of Uthodurn, carrying grim tidings for the Diarchy.

Uthodurn

Having survived the devastating ambush on the Crystalsands Tundra, the battered companions finally gain entry into the grand underground city of Uthodurn. Taken in under a strict order of silence by the stern Commander Tormund Ironfell, they seek refuge at the Broken Stool tavern. As they rest and recover, they hear whispers of escalating tensions between the Kryn Dynasty and the Dwendalian Empire, and Elara learns of another celestial being, Reani, living within the city.

The following morning, the adventurers explore the bustling Deliberation Disk, preparing themselves for the challenges ahead. At the Anvil of Smeltborne, Kragor trades an unusual Aeorian sword to commission custom-enchanted armaments, while Doctor Pepe and Scarlet spend their fortunes at Padillia’s emporium on powerful magic items and sturdy armor. Later, at the Plexus Post, the group stocks up on essential arcane and divine components, including a holy symbol of Bahamut for their new companion, Therin.

The centerpiece of their day is a tense audience with Minister Ërethyn Galewing. After delivering the surviving Aeorian relics and detailing the ambush, the Minister points out a troubling contradiction: the attackers utilized beasts of the Kryn Dynasty alongside necromantic undead, forces that are traditionally bitter enemies. Though paid in full and granted the prestigious ‘Friends of the Court’ tokens, the heroes are forbidden from investigating the stolen artifact further. Respectful of the mandate but deeply curious, the party decides to check on the traumatized young recruit Brennik before deciding their next move.

The Luddenbrock Mines

Returning from their audience with the Minister, the adventurers are overjoyed to reunite with their long-lost companions, Halite and Whisper, who have returned from Eiselcross. After finishing their business at Padillia’s emporium—where Elara secures a magically dramatic billowing cloak—and enjoying some local black moss cupcakes, the expanded party heads to the Volition Disk to check on the young recruit Brennik.

At the Coalvein home, a tense debate over the merits of service is interrupted by news of an ancient danger. Brennik’s father, Torvin, describes a mysterious incident deep within the Luddenbrock mines, where a crew broke through a fissure, exposing a sickly green glow and a terrifying presence that left a miner catatonic.

Venturing into the sealed depths, the heroes breach the wall and discover a long-forgotten magic chamber containing a binding circle and pulsing crystal pillars. There, they are brutally ambushed by a grotesque, wolf-like daemon with psychic teeth, alongside a ruby golem. During a desperate, chaotic struggle, Kragor barely survives a reckless gambit to freeze the beast, allowing Doctor Pepe to deliver a flawless, fatal blow.

In the aftermath, the companions explore an adjacent hidden study where a desiccated corpse, Kaspien, sits in eternal vigil over a cracked crystal vial containing a trapped, unmoving spark of light. Guided by Kaspien’s frantic bat-homunculus and wielding a commanding ruby amulet, the party uncovers letters revealing a tragic experiment in magical immortality. Kaspien and his colleague Margrethe had sought eternal life, but a critical design flaw fractured the soul vessel upon transfer. Realizing the homunculus’s continued survival means Kaspien’s soul remains trapped in agonizing stasis within the cracked vial, the heroes are left with a profound moral dilemma.

Dust and Diplomacy

In the quiet of Kaspien’s hidden study, the adventurers interrogate the wizard’s bat-homunculus, Flea, who reveals his master’s soul is trapped within the fragile, cracked crystal vial. However, a well-intentioned attempt by Kragor to retrieve the vial with a spectral hand goes disastrously wrong. The vial shatters, Kaspien crumbles to dust, and Flea pops out of existence.

Before the arriving Glassblades, led by Commander Hilda Brackmar, can secure the ruins, the party spins a clever half-truth to cover their tracks. Kragor smuggles out a forbidden book on wizardly lichdom while Scarlet keeps the ruby golem’s control amulet secret. Later, at the Vellum Steeple archives, Kragor strategically surrenders the book to earn the favor of Scribewarden Ressia Uvesic, securing a valuable research discount to investigate the obscure Mawcotter cult.

The political stakes skyrocket when the heroes are summoned to the royal palace for a tense audience with Minister Galewing, Commander Ironfell, and the Taskhand—an ambassador from the rival Kryn Dynasty. Accused of orchestrating the caravan ambush, the defensive drow ambassador is vindicated when the party reveals the presence of necromantic shadowghasts, a force the Kryn vehemently despise. The Taskhand reveals that a squad of Kryn scouts was recently slaughtered and their purple worm stolen. Recognizing a mutual enemy, the Diarchy and the Dynasty strike a fragile truce, offering the adventurers a lucrative contract, mount provisions, and safe passage to investigate the slaughter site of the Kryn scouts in the treacherous southern wilds.

Preparations and Purple Worms

Preparing to venture south, the companions gather at the Broken Stool to recover and coordinate. Their planning is briefly interrupted by a raucous bar brawl, quickly resolved by the formidable innkeeper Luda, followed by a dramatic visit from the Kryn Ambassador, Taskhand Serath Mirimm. Flanked by elite Echo Knights, the ambassador invites the party to a summit at the Kryn Embassy. A seasoned caravan runner, Donal, warns the party to avoid the corrupted Savalirwood—rumored to harbor a monstrous, four-armed demon called an udaak—recommending instead a swift crossing of the Rime Plains.

The next morning, the heroes divide to tackle final errands. While Scarlet receives a divine blessing and an herbalism kit at a hidden grotto-shrine to the Wildmother, Doctor Pepe coordinates a daring heist inside the Vellum Steeple. Using Elara’s invisibility magic and Kragor’s distraction regarding the grotesque lore of the flesh-eating Mawcotter cult, Doctor Pepe successfully steals an ancient leather map case containing a valuable, masterfully crafted map of Tal’Dorei’s Cliffkeep Mountains.

At the Kryn Embassy, over a meal of frostworm stew, the party negotiates their expedition route with Taskhand Serath Mirimm. They map out a hybrid travel plan utilizing Uthodurn’s Flot goats for mountain passes and horses for a high-speed dash across the open Rime Plains, secured with a Kryn medallion of safe passage. After Kragor subtly enchants a stubborn Torvin Coalvein to permit his son Brennik to join the escort, the party spends their final night relaxing. Elara delivers a spellbinding performance at the high-class Underrest club, where Minister Galewing personally emphasizes the crucial weight of their peace-keeping mission before the heroes depart the subterranean safety of Uthodurn.

The Bigger They Are, The Harder They Grovel

The morning of their departure from Uthodurn begins with a final luxurious breakfast and a scramble for gear. Led by the no-nonsense Glassblade commander Hilda Brackmar, the companions settle on horses rather than sure-footed goats, preparing for a rapid, high-stakes crossing of the Rime Plains. Joined by Kryn Taskhand Serath Mirimm and his heavily armored Echo Knights, the expedition ventures into the steep mountain passes. Along the way, the party avoids a hungry wyvern, bypasses a herd of white bison, and spots the ancient white dragon Gelidon soaring ominously overhead.

The relative peace is shattered when the group is caught in a devastating pincer ambush by two towering frost giants. Boulders rain down, and a fifteen-foot giant savages Kragor with a pine-sized arrow. Scarlet wildshapes into a giant wolf spider to scout the approaching giantess while Echo Knights Aedric and Vornesh manifest their spectral duplicates to defend the Taskhand. Young recruit Brennik overcomes his terror, joining the fray to support Kragor.

The battle spirals into chaos as the first giant downs Elara with a brutal greataxe blow, sending a wave of panic through the companions. Promptly revived by the Taskhand’s timely healing magic, Elara recovers her composure and turns the tide of the battle. While Hilda ruthlessly executes the first giant, Elara uses an authoritative command to force the rampaging giantess to grovel in the snow. Completely swarmed by the coordinated might of the adventurers, Glassblades, and drow knights, the giantess is swiftly brought down, leaving the battered survivors to catch their breath amidst the freezing mountain silence.

Runaways and Rockslides

Following their hard-won victory against the frost giants, the battered companions must immediately deal with the chaotic aftermath. Several terrified horses have bolted into the crags, forcing a coordinated retrieval effort. While Doctor Pepe and a wildshaped Scarlet successfully recover the runaways, a reprimand from Taskhand Serath Mirimm to his guard Aedric hints at internal tensions. The group seeks refuge in a hidden Kryn military cache concealed behind an illusory stone wall, where Doctor Pepe notices a suspicious false back wall.

The journey turns disastrous the following day when a massive avalanche cascades down a narrow gorge, burying the dragonborn cleric Therin and the drow guard Vornesh. In a desperate, high-stakes rescue, Therin uses his fire breath to create a vent, and Vornesh swaps places with her spectral echo, while a giant-sized Hilda and a wildshaped Scarlet-bear dig them out of the snow. With the mountain pass permanently choked and time running out, the Taskhand reveals a closely guarded secret: an underground passage through the Underdark that bypasses the mountains entirely.

Leaving the horses behind with Commander Hilda Brackmar, who returns to Uthodurn, young recruit Brennik remains as the city’s sole representative. The party backtracks to the Kryn cache and steps through the false back wall, revealing a perfectly smooth, worm-like tunnel that plunges deep into the earth. Stepping into the vast, natural cavern complexes below, the companions leave the surface world behind to brave the terrifying, legendary wonders of the sunless depths.

The Underdark

Swallowed by the stone, the companions embark on a grueling descent into the patient, ancient depths of the Underdark. Led by Taskhand Serath Mirimm, who conjures dim, violet-tinted lights to avoid attracting subterranean predators, the party navigates the eerie silence. Along the way, they scavenge edible fungi, drink from gelatinous water orbs, and loot the skeletal remains of an ancient duergar-drow skirmish. But the sunless miles quickly take a punishing physical and mental toll on the surface dwellers.

The trek’s first major obstacle arrives at a freezing, roaring underground river. Scarlet wildshapes into a giant octopus to bridge the gap with a rope, while the drow Echo Knights utilize their spectral teleportation to secure the line on the far bank. The crossing is treacherous: Brennik nearly drowns, and both Doctor Pepe and Therin are swept downstream before being rescued by Therin’s quick magic and Scarlet’s massive tentacles.

Exhausted but resolute, the party pushes into a glowing cavern of Faerzress energy, only to be brutally ambushed by three stony ropers. The camouflaged predators rain down tentacles, snaring and biting Vornesh and dragging Aedric and the Taskhand toward the ceiling. A frantic battle erupts. Elara barrages the beasts with her newly acquired rod of magic missiles, and Scarlet-moorbounder leaps impossibly high to claw the ceiling-clinging monsters. Leveraging his telekinetic will, Kragor wrenches his allies from the ropers’ clutches, dropping them to safety. Through a synchronized onslaught of spell, steel, and spectral echoes, the companions dismantle the ancient predators, proving their mettle in the unforgiving deep.

Sporeling’s Homecoming

In the immediate aftermath of the roper battle, the adventurers harvest a small fortune in gems and magic potions from the monsters’ remains. Exploring the cavern, they discover a desiccated humanoid corpse covered in pale filament. When Doctor Pepe accidentally triggers a defensive cloud of spore-dust, the group experiences a vivid, shared telepathic vision of fear, which leads them to a tiny, round myconid they affectionately name Sprout.

Desperate to return to their colony, Sprout uses their mind-linking spores to share a warm vision of their fungal home, coaxing the party to follow. Along the way, Sprout has Kragor lift them up to touch a vein of pink coral-fungus, temporarily connecting the companions’ minds to the collective consciousness of the entire myconid colony. Amidst a rush of alien emotions, they perceive a terrifying, violent conflict with strange, iron-spiked humanoids. Though the Kryn Taskhand Serath Mirimm urges them to stay on-mission at a subterranean crossroads, Kragor and the others advocate for a detour to guarantee Sprout’s safe homecoming.

Their arrival at the colony is met with immense gratitude. Escorted by myconids and towering, reanimated giant corpse guardians, they are ushered into a massive cavern to meet the Sovereign. After the Sovereign grants them a hospitable suite of rooms and restorative spore-blessings, Serath reveals the identity of the iron-spiked threat from their visions: the derro. Described as criminally insane, dangerous subterranean zealots driven by aberrant forces, the Kryn execute them on sight. With Therin predicting the Sovereign will request their aid against these mad Underdark dwellers, the companions rest, preparing for the diplomatic and moral challenges of the morning.

A Token of Friendship

Therin and Scarlet wake early in the myconid colony to find Taskhand Serath Mirimm already deep in silent conference with the Echo Knights, his lips moving wordlessly to ears that hear through magic alone. At breakfast, the party learns from Serath that several myconid colonies are well-known and friendly to the Dynasty.

An escort of elder myconids arrives to announce that the Sovereign wishes to speak. Once led to the great fungal chamber, the Sovereign thanks the party again for Sprout’s safe return. Serath, in turn, delivers news that strikes at the heart of the colony’s troubles: the derro attacks are not isolated, but part of a broader campaign stretching south, cutting the myconid circles off from one another. He pledges the Dynasty’s aid. Then, with a diplomat’s practiced misdirection, Serath reveals that the aid he pledged is the party itself. Pressed by a summons from the Bright Queen, Serath and Aedric depart at once, leaving Vornesh Tasithar with the companions and pressing into Kragor’s hands a sealed letter of passage bearing the dodecahedron seal of the Kryn Dynasty.

The Sovereign, for his part, bestows four enchanted gourds of spore-dust—a blessing that grants clarity and a measure of telepathic communion—and ten days’ provisions for the road ahead. The party prepares mushroom-lanterns under the instruction of juvenile myconids, Kragor firmly convinces Sprout to remain and protect the colony, and the companions strike out once more into the Underdark, retracing their steps to the fork they passed the day before and plunging down the darker path.

What awaits them there is a gauntlet of oozes—five amber-grey globs of adhesive hunger that pour from the walls of a suffocatingly narrow tunnel and very nearly claim Doctor Pepe’s life. The party fights with everything they have: Scarlet’s moon magic scorching the creatures where they cluster, Elara’s music and inspiration threading through the chaos, Therin’s holy fire, Kragor’s relentless eldritch barrage, Brennik’s warpick, and Vorensh’s spear & scimitars flashing with grim determination. The oozes drop, split, and ultimately give way to the assault.

Under the Ivory Lake

The companions pick over what the jellies left. Oozes do not spend money, so whatever the jellies have been eating, they have been eating it purse and all. Scarlet takes a rat’s shape and finds the trove: drifts of chewed bone, a heap of loose coin, a scatter of rusted steel, and one short knife still bright. Brennik tastes the cavern wall, knuckles it, finds the thin spot, and opens it with one swing of his warpick. Scarlet spends the short rest on the knife: nothing it cuts stops bleeding. It goes to Doctor Pepe.

They follow the failing vein under Ivory Lake to a chimney deep enough that a dropped lantern falls for two full seconds before the sound comes back. Vornesh goes first, by echo; Scarlet walks down as a giant spider and spins a web to catch a fall; the rest come down the hundred and eighty feet, and only Brennik is badly hurt. They camp a quiet night in an alcove and go on down. Then the air begins to press. Elara carries a dread she cannot put down. They hear giggling, then hammering, then scrabbling they cannot place.

Invisible thanks to Elara’s magic, Doctor Pepe scouts a well-worn path, and something winged passes him in the dark muttering “Smell wormkin, no worm.” Below lie a butchered myconid, a derro grumbling to itself, and at last a war camp: bundled weapons, piled stone, derro in their dozens, flying things that talk, and an eleven-foot creature with a bat’s wings at the center of it. Doctor Pepe’s footing goes, and with it any chance of leaving quietly. Kragor gives him up for dead; Scarlet, furious, corrects him mind to mind, and Vornesh hauls the rogue off the ridge in a cradle of web. They run, sealing the passage behind them with spectral daggers and cold silver light, and are still running when rocks come tumbling out of two openings in the wall ahead.

The Hunting Party

Nothing follows the tumbling rocks out of the wall—Vornesh blames the fresh holes on umber hulks—and the companions outrun the derro before stopping to take stock. Doctor Pepe and Scarlet report that the war camp holds at least fifteen derro and, at its center, a daemon. Vornesh sends word of the camp to Taskhand Serath Mirimm. That night, for the first time in months, Kragor dreams that he is buried alive beneath earth and ice, and words in no language he knows form in his head: “You flee. No matter. I may transact.” He wakes feeling dirt in his throat, mistakes the illusory rubble Elara has hummed across the entrance to their camp for a real cave-in, and cracks his head on the wall trying to dig his way out. In the morning, Vornesh reveals her orders: once the companions reach their destination, she will leave them and go back to investigate the war camp. At the end of a hard day’s march, as they come out of a narrow tunnel, Therin hears footsteps behind them: eight derro on their trail. The heroes wait in the dark and catch their pursuers in the narrows, where Elara’s song outlines them in violet light, Scarlet fills the passage with thorns, and Kragor tears open a maelstrom around the one in the lead. Vornesh beheads another with a single stroke, Doctor Pepe leaps onto the last with his knife, and Elara silences it mid-word with her rod; not one of the eight survives.