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.
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Levith and Fenric chose to remain in Phlan to organise resistance against the Cult of the Dragon and the Maimed Virulence.
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Lord Hector departed to gather the city's survivors and build forces for a retaking of the city.
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Grayley was just happy to get out.
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Pug stayed behind near Denlor's Tower to handle some business, and will keep in touch via Tiz using Sending/Message spells.
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:
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Melvaunt: welcomed refugees willing to forsake loyalty to Phlan and become full citizens, with a fee to leave, effectively holding them hostage.
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Thentia: open to all comers, but with radical self-reliance as its cultural bedrock. The city offers magical spring weather year-round and a privileged Arcanist community, but will provide absolutely no assistance to refugees.
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Hillsfar: the dominant southern city and Phlan's closest adversary (its mercenary force, the Red Plumes, have had direct conflicts with the Blackfist). Offered spots in their mines and fighting pits.
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Cities across the Moon Sea were united in one thing: no official government of Phlan-in-exile, no remaining Blackfist, and no Lord Commander were welcome inside their walls.
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):
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Contact established with three major resistance figures inside Phlan:
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Captain Giselle Greycastle (Blackfist, organising surviving soldiers in the city)
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Gleveth (organising the Welcomers as an underground network)
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Fewer than 20 fighters accompanied the initial group, with perhaps another 20 willing to fight in camp.
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A dozen-odd refugees were dispersed for recruitment, with unreliable results.
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The surrounding city-states offered only access to their mercenary companies. A small number of Red Plumes and other mercenaries had attachés in camp, largely to monitor Hector's movements.
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The occasional adventuring company passed through, interested in taking on a dragon.
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Total fighters in camp at any given time: fewer than 60. Morale had slid from the high of the initial escape, settling into an indefinite stall.
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):
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Enchantment arrow (blunt/cylindrical tip): taken by Kei
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Transmutation arrow (standard tip): taken by Jaag (with a nominal 10gp payment from Kei, who was probably lying about how much gold he had)
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:
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Yarish was a transmutation archmage, part of Phlan's founding history. He became obsessed with wild experimentation on the island's flora and fauna, causing severe corruption of the surrounding waters and wildlife, endangering the expanding population.
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Wren O'The Blade, the hero of Phlan, led a company to the pyramid on the island to convince Yarish to stop. They were forced to slay him instead.
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Most of the damage was repaired or contained over time, though some changes proved permanent.
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The Lord Sage's organisation had been maintaining a watch on the site, but the dragon's occupation of the city has heavily censored magical activity and cut off access to the island.
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The corruption is spreading again, and at a faster rate with more severe alterations than in Yarish's time. Reports include trees growing upside down and fish swimming through the air.
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The Cult is sending a mission to the pyramid.
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:
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Intercept the cult's party and rendezvous with Thylren.
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If he has been exposed or killed, retrieve his ring before the cult identifies what it is.
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If the source of the aberrations can be determined, the Black Network wants the party to stop it.
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The Zhentarim would also value any specimens of the corrupted creatures retrieved.
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:
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Western route (Farmstead): 4 days by steed, staying west of the Storgenau. Secure river transport from a farmer north of the river who has "made a good living ferrying doomed adventurers to the isle."
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Eastern route via Kabel's Hill: Faster, but more dangerous. Cult forces and their orc garrisons have occupied hub villages along the river. Strong cult presence at Kabel’s Hill. The Zhentarim have agents there who can arrange a ferrier upriver.
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:
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The cult's forces on the river are commanded by a half-dragon named Verthak, an "unholy spawn" of the Maimed Virulence, who commands the Burning Banner orc company.
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All boats must log their voyages and get approval from Verthak. Any deviation is "questioned" in ways that go beyond the word.
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Kell would return an hour before dawn to depart. The party settled in for a long rest in shifts, with watch duties on deck.
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:
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One orc unconscious (non-lethal, below deck)
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One orc dead (below deck)
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The half-dragon Verthak bloodied but still standing and fighting on deck
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Kell still engaged with Verthak
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The party spread between the hold and the upper deck
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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The party is mid-combat on the Arbitus at Kabel’s Hill. Verthak is still standing.
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One orc below is unconscious (non-lethal): potential opportunity for disguise/deception?
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Tiz has Calm Emotions available and a whirlpool in reserve.
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Tiz cast Aid before entering Kabel’s Hill: +5 maximum HP on up to 3 party members (8-hour duration).
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Lavinia is under the effect of Tiz's Guiding Bolt misfire: next attack against her has advantage.
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Lavinia's familiar was used to spy on the Lord Sage and Welsea post-meeting. The Lord Sage addressed it directly, which may be worth discussing.
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The cult's expedition is taking the overland route. The party is aiming to arrive at Sorcerer's Isle first via the river route.
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Two mystery arrows: one enchantment (Kei), one transmutation (Jaag). Not yet identified beyond school of magic.
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Welsea's motives remain unclear. Lavinia is convinced she is being used.
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Pug is still in Phlan, near Denlor's Tower.