Lords of Faerun

The Stronghold Retaken
Session Zero

Akor, Thorik, and Valas have successfully claimed the Stronghold of the Nine after three months of restoration. With their small community, they have begun reaching out and making contact with the wood elves of the southern High Forest.

On the day after Shieldmeet, the heroes were surprised to find an older wood elf named Filigar appearing at their doorstep with his family. They were clearly distraught and had come with great speed, bearing the ill tidings that they were not the first group to attempt to reach the Stronghold. Disappearances have been claiming wood elves in the seven hamlets of the southern forest. Now, two parties— a lone messenger and later a band of armed wood elf warriors— are unaccounted for.

Investigating the missing elven warriors, the moon elf ranger Jaros turns up several significant clues. He discovers the scene of a brief but urgent battle along the shore of the Unicorn Run, and a broken arrow of apparently human make, tinged with the “scent” of ancient elven High Magic.

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The Cult is Abroad
Session 1

Investigating the scene of the vanished elven warriors, the party was easily able to locate the ill-hidden trail taken by the human culprits. Akor’s elven blessings granted him a vision of the enemy— a deranged young wizard leading a band of soldiers to kidnap elves, and bearing the signature weaponry of the Cult of the Dragon.

Following the trail, the heroes found the cultists on the road, claiming to be a mercenary band sent to find the missing elves. Not fooled a whit, the party made short work of the surprised and disorganized cultists, slaughtering all but the wizard leading them.

Returning to the Stronghold with their prisoner, the adventurers plan their next move— tracing the Cult back to its source.

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Small Town, Big City
Session 2

The heroes begin traveling to the nearby human village of Zelbross in an attempt to find out where the Cult of the Dragon has brought the kidnapped villagers. Discovering a turn in the trail, however, they instead find an abandoned ruin of some kind— possibly Netherese in origin— with a hidden stairwell leading down into a still-intact basement. Upon proceeding down into the ruins, the Cult soldiers hidden below spring into attack formation. The ruins, it is found, are the very headquarters the party had been searching for.

A fierce battle ensued in which the Cult soldiers were slaughtered to the man, and the Unknown Magic-user leading them forced to flee. The Cult had apparently gained control of a portal to the ruined elven city of Myth Drannor, which they had been using the shuttle the prisoners out of the High Forest (and, in this case, escape when faced with overwhelming odds).

After exploring the ruins, the party proceeded on to Zelbross to rendezvous with their agents and investigate the community. After learning much about the local rumors, government, and smoking pipes, including the fact that the village had suffered its own suspected kidnappings, the heroes returned north to the High Forest to cross the portal into Myth Drannor

The party arrived in a shrine to Mystra built in a cavern below one of the city’s mythal ley-lines. The shrine lay on the outskirts of the city, in a part of the forests not far from the city’s Great Cemetary. Capturing a cult sentry confirmed that the prisoners had been brought to the Tower of Bones, a ceremonial structure in the heart of the cemetary. The party has just stumbled across Tarbash, a gnome entrepreneur with a painful past, whom offers to aid them in making connections in return for assurances of his dearest friend’s natural death, lest he have fallen into the hands of Cult necromancers.

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