Session Notes: Chapter 11, Episode 1, Session 1

"Strategic Planning, Refugee Camp Operations, and the Mission to Sorcerer's Isle"

Previously On... (DM Recap)

The party defeated Crudo and freed Lord Commander Hector, Levith, Fenric, and Grayley from imprisonment at the Lyceum of the Black Lord.

The party escaped by skiff down the river and into the Moon Sea, where they were picked up by the Gilded Trophy, which had already collected roughly 120 refugees from Phlan. By the time the party boarded, the refugee count had grown to 130-140.

The Refugee Camp

The surrounding city-states of the Moon Sea offered little genuine sanctuary:

The one entity that responded without conditions was the Bondclaw and the Lizardfolk of the Twilight Marsh, in return for past assistance the party rendered. Despite significant lingering distrust, the lizardfolk allowed the refugees to set up camp on an island in the Ring Islands, a misty estuary where the Twilight Marsh river empties into the Moon Sea. The islands are numerous, well concealed by heavy fog, and the camp was placed far enough from the lizardfolk that interaction is minimal.

Camp Organisation: Lord Hector and the surviving loyal Blackfist structured the camp along military lines, handling logistics and discipline effectively, though with the same lack of nuance and empathy that characterised Hector's rule from the Cinnabar Throne.

Resistance Network (after ~1 month):

The War Council

The party was summoned to Lord Hector's War Council tent, a heavily guarded military pavilion with minimal furnishings: the crests of Phlan and the Blackfist, a large round table with a map of Phlan and surroundings, and water and juice (no alcohol; Hector runs sober meetings).

Waiting with Hector was Kastra Brandywine, a cherubic halfling in travelling clothes whom the party recognised as Pug's direct supervisor at Mantor's Library. She informed the party that the Lord Sage needed to meet with them urgently at Denlor's Tower, that very night at midnight, to share concerning intelligence about the cult's activities outside Phlan.

She provided a crystal shard to reveal the door in the outer wall of the tower (beyond the city wall, across from the Lyceum). The password to open the door: "Mountain Laurel."

Arrangements: loyal Blackfist on the Lyceum wall watch, and the Welcomers creating a diversion inside the city, would allow safe entry and exit. Hector offered what provisioning he could spare. The party took healing potions, two doses of antidote (for basic poisons, noting the swamp camp's snake-bite problem), some torches and basic supplies, and found two unusual magical arrows in the equipment stores. Jaag spotted them thanks to a high Investigation roll (natural 20):

Denlor's Tower

The party made their way along the rocky berm between Phlan's walls to the section where Denlor's Tower extends beyond the city wall. Guards on the Lyceum were either allied or looking the other way, and a diversion on the city side kept the wall clear.

The crystal shard glowed pale white-blue, revealing an ornate door outline in the tower wall. It filled with light and the stone faded, revealing a heavy wooden door with iron bands. The party said "Mountain Laurel" and entered.

Inside, a young man named Kral (in a dark grey tunic and leather trousers) ushered them into a spacious kitchen warmed by hot stones and offered tea or ale. Shortly after, the Lord Sage joined them: elderly, tired-looking, with a wet, productive cough. A second, cloaked figure was present in the room, which no one initially examined too closely.

Lavinia left her familiar (a spider, invisible) behind when the party departed, to eavesdrop on post-meeting conversation. When recalled in the tunnel afterwards, it relayed that the Lord Sage had addressed the spider directly, saying he hoped the party would "take this a bit more seriously than they did the briefing."

The Lord Sage's Briefing: Sorcerer's Isle

The Lord Sage briefed the party on the situation at Sorcerer's Isle, a location on the northern Moon Sea upriver along the Storgenau. Key history:

The Lord Sage's request: Journey to Yarish's Pyramid on Sorcerer's Isle, prevent the cult from succeeding, and if possible retrieve Yarish's research and keep it from enemy hands.

Additional note: The interior of the pyramid is known (from the memoirs of Wren O'The Blade) to be a large, confusing maze that appeared to change as they moved through it. Every group known to have explored it since Wren's time has not returned.

Surprise Guest: Welsea Parenthe, Viper of the Zhentarim

As the Lord Sage finished, the cloaked figure at the table rose, removed her hood, and introduced herself as Welsea Parenthe, Viper of the Zhentarim (the Black Network). Her manner was low, deliberate, and intensely seductive.

She prompted Charisma saving throws from the party. Petra and Jaag were unaffected. Kei, Tiz, and Lavinia were charmed to varying degrees, with Lavinia positively swooning. Tiz subsequently cast Calm Emotions on the group to break the effect, which removed the charm from everyone. The Lord Sage had the party momentarily paralysed to prevent them interrupting Welsea's presentation.

Jaag and Kei spotted additional clues: Kei glimpsed possible fangs; Jaag spotted her absence from a mirror's reflection. She is a vampire.

Welsea's additional objectives: The Zhentarim have an agent already embedded in the cult's expedition to the pyramid: Thylren Saj, described as one of her best agents and a risk-taker. He has been sending intelligence via a one-way sending ring (the Zhentarim cannot reply). Her requirements:

She threw a lump of platinum on the table as a down payment, and pledged a base of 1,000gp upon return, increasing depending on the level of success. Jaag attempted to negotiate further; Welsea was unmoved.

The Lord Sage vouched for Welsea's alignment against the cult and the Maimed Virulence. An insight check by Petra confirmed the Lord Sage appeared to be acting of his own volition, not under any compulsion.

The party accepted, though scepticism about the vampire's motives remains (Lavinia in particular is convinced Welsea is serving her own ends).

Background on the Zhentarim: A centuries-old organisation, formerly known as the "Black Network" for more openly sinister activities. Today they operate as a powerful paramilitary umbrella with political interests across the Sword Coast and the heartlands, controlling black market trade routes, thieves' guilds, and wizards' guilds. The Moon Sea region is, historically, the birthplace of the Zhentarim, and Phlan itself was rebuilt about a century ago by Zhentarim exiles, giving the organisation a long-standing relationship with the city.

Departing Phlan

Kral brought a bundle containing 20 days of dried rations and a map. The Lord Sage outlined two routes to Sorcerer's Isle:

The party chose the eastern/Kabel’s Hill route for speed, noting the cult's party had already departed via the overland route. The aim is to arrive at the pyramid first, or at minimum not far behind.

Exit from the city: A member of the Shroud (the Lord Sage's surviving clandestine operative network), accompanied by Cassit (former novice of the Church of Kellenwar, who previously guided the party through the city crypts), escorted the party through tunnels beneath Phlan and out to mounts waiting outside the city. They rode for a full day, staying clear of the road and keeping close to the forest.

Kabel’s Hill

The party arrived at Kabel’s Hill at dusk. The village is occupied by the Burning Banner orc company, the same insignia the party encountered at Kingspire. The occupation is characterised more by drinking and gambling than attentive guard duty.

A young boy in a red cloak (Riek, a local contact) met them at the northern sally port at the appointed time, signalling with his cloak on a staff. He guided them along the palisade wall to the river docks, past two orcs at the main gate who had drunk themselves unconscious, and past a lively tavern (the Leaky Bucket) still in full swing.

At the docks, Riek guided them to the Arbitus, a large keelboat owned by his uncle, James Cel, a weathered riverman. Kell hid the party below in his cargo hold (smelling strongly of fish) and briefed them:

Combat: Searched and Found

Kell returned before dawn and began preparing the boat. Shortly after, voices were heard on deck: a boarding party, speaking Common to Kell and Orcish amongst themselves. Kei (understanding Orcish) caught snippets: Kell was challenged about an "unauthorised" shortfall, and the final order given in Orcish was "search the boat."

Two orcs came below. The party hid in the small hammock room at the bow, with Lavinia casting Minor Illusion to disguise the entrance as a wall. The orcs searched methodically, kicking barrels, poking nets, and stabbing tarps. A kicked barrel rolled through the illusion and collided with the party, breaking the illusion (the DM rolled a natural 20 on investigation). Combat began.

Jaag held an action and stabbed the first orc down the stairs for 28 points (plus cold damage). Kei followed up with a shortbow shot for 15 damage, leaving the orc near death. Upstairs, Kell engaged the second boarder (later revealed to be Verthak, the half-dragon commander himself) with his longsword.

Lavinia ran up the stairs and non-lethally knocked out the orc there, then spotted the half-dragon in brown and forest green scale mail armour locked in combat with Kell. She attacked Verthak twice (21 to hit, 19 damage). Petra moved up, struck Verthak with a reckless Stasis Strike (25 to hit, 16 damage), and landed two more hits (one a miss, one for 13 damage), dealing significant total damage. Verthak shrugged off the Stasis Strike wisdom save.

Tiz attempted a Guiding Bolt from the stairs. The first fizzled. The second, obscured by the combatants above, caught Lavinia in the back instead, dealing 17 damage and leaving a guidance aura on Lavinia that would grant the next attacker advantage to hit her.

Jaag moved up the stairs using Fancy Footwork and stabbed Verthak for 28 points of damage (plus cold), then repositioned out of melee range without provoking an opportunity attack. When Verthak scoffed at them from upstairs ("How many of these vermin have you hiding down there?"), Jaag responded by flipping him off.

The session ended mid-combat at midnight (in real time) with:

XP awarded: 305 (Tiz), 530 (Kei), 455 (Petra), 280 (Lavinia), plus some for Jaag. Most of the party are level 8, with Pug and Jaag at level 7.

Key NPCs This Session

NPC Role Status
Lord Hector Lord Commander, leader of the refugee camp At camp in the Ring Islands
Kastra Brandywine Halfling, Pug's supervisor at Mantor's Library Alive; delivered the summons
The Lord Sage Head of Mantor's Library; resistance contact In Phlan; clandestine
Welsea Parenthe Vampire; Viper of the Zhentarim Present at Denlor's Tower meeting
Thylren Saj Zhentarim agent embedded in cult expedition Location unknown; has a one-way sending ring
Cassit Former novice of the Church of Kellenwar Guided the party out of the city
Riek Local boy; Kabel's Hill contact At Kabel's Hill
James Cel Riverman; captain of the Arbitus Fighting Verthak on deck
Verthak Half-dragon; commands the Burning Banner Mid-combat; bloodied

Loose Threads and Things to Remember

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