Wednesday, August 27, 2025

Game Notes 8-27-25 4th of Elient cont.

 

Chapter 1:  Fight Aftermath


The game opens with Boz picking the lock of the house the blue man, Faerl is hiding in.  We have killed  3 (2 cult member casters and 1 merc)  of his 4 henchmen.  Andy, the fourth (a merc) is tied up next to a tree by Atalaya laughing his butt off from Sorrow’s Hideous Laughter spell.  Sorrow is guarding him as Atalaya runs up to the home’s window to look in, hoping to catch sight of Faerl.  She doesn’t see him.  The room looks like a study/living room.   Inman is around the back guarding the rear of the building  (which is actually the true front of the home. We had entered through the office door).


Boz and Nevil enter the building through the “office” door.  Atalaya follows behind them realizing that she isn’t seeing anything through the window.  Nevil searches for signs of portals but doesn’t find anything.  She calls out to Inman asking if he found any signs.  He replies, “No.”


Andy stops laughing.  Sorrow continues to guard him.


Faerl is not found.  The group tosses the house only finding 35 gold 400 silver and a superior potion of healing.  Boz speculates that he left mid battle, running out the front door (the door Inman entered).  


Nevil rashly conjures Shep, climbs on his back and beckons Atalaya to join her.  With Faerl only a few minutes ahead, they hope to catch up with him on the road to the encampment. However, Faerl is a wood elf in a town, he knows with a setting sun.  Boz thinks that Faerl slammed the door shut to initiate the fight, locked it and immediately left through the other door. 


But the women have no luck catching up with Faerl. The signs around the house are too confused with so many of Faerl’s prints that Atalaya is not able to determine which direction he took.  They continue along the road to the edge of town, but find no sign of Faerl.  He probably went into the woods along the road, but Atalaya finds no trace of him.  She speculates that he used Pass without a Trace to hide his tracks.  In the distance Atalaya can make out a trail that ……..  (goes in the direction Mayor Kara indicated the new compound for Lord Viallis is?)  


 Inman and Boz were not happy about the ladies running off on their own, but they wait at Faerl’s house with Sorrow guarding Andy until  Nevil and Atalaya return.  When they do, Shep is sent by himself to the edge of town to be bait for the fleeing wood elf.  He has instructions to communicate with Nevil if he sees the wood elf.


Searching the henchman, Boz found some jewelry that he “palms” to Nevil. We loot the Vecna amulets and daggers on each of the two cultists, 32 gold in total on the bodies and a standard healing potion. Two cross bows and 2 longswords from the mercs.  They wore splint leather armor.  Andy has 9 gold pieces on him.  (Is that part of the 32 gold pieces?)  Total loot:  2 Vecna amulets, 2 daggers, 2 crossbows and bolts, 2 longswords, 32 gp (+9gp???) 2 cultist robes (Boz removes them, Inman “cleans” them and Sorrow “Mends” them.)


Atalaya grabs Andy, and starts marching him towards Mayor Kara’s house as  we question him.  He does say that he was working for Lord Faerl because he paid well and, yes, he did know that the other two men were cultists.  He says the businesses of Lord Viallis/Lord Faerl make a lot of money.  He says that he has been to the outside of the old tower (where Lord Viallis has moved to).  He says that he doesn’t ask questions of Lord Viallis because asking questions gets you killed.  He hopes that Lord Faerl returns quickly because he wants to get paid.  


Nevil, true to her calling counsels Andy, “You may want to consider a new type of work….”  Andy repeats several times that he doesn’t know much.  


Andy doesn’t give a lot of information. We deposit him with the mayor who will keep him imprisoned.  She is surprised and maybe a little worried by what we tell her.  We inform her that there are 3 dead bandits on Lord Faerl’s lawn.  We discuss where to imprison Andy.  Mayor Kara tells us that there isn’t a jail here, that he will need to be taken to Waterdeep.  It is finally decided to keep him in the ice house under the guard of some burly men from the tavern until we return and take him back to Waterdeep with us.  


Chapter 2:  Lord Viallis’ Compound


The group elects to quickly heal, gather the horses, and eat on the run toward the encampment.


The group stands before an old rotting tower with some tents scattered around it.  There is some indication that the tents have been used recently but no one is here now.  There are some signs of construction, with construction tools scattered around, but the tower itself is composed of rotting timbers and a rotting floor.  Very little headway in repairing the tower seems to have taken place.   We comment on the creepiness of the place. 


Boz:  “I didn’t expect this.”

Inman:  “Is there anyone inside?”


Atalaya:  “Or maybe a portal inside?”


Inman:  “We need to take a look”


Before we enter the ruin Atalaya wants to send their daily message to Ivar… just in case…

  

Atalaya:  “We are outside of Greenfast, about to enter the cultist tower.  If we don’t contact you tomorrow, come rescue us.”


Ivar:  Be careful. Don't get dead. If you don't come back by tomorrow night, we're coming.





The group approaches the tower, finding no one on the first floor. Nevil senses “evil” emanations below the floor. and the group plans to go below. Inman and Sorrow put on the robes from the cultists we fought in Greenfast.  Atalaya finds a third robe after more thoroughly searching the tents.   Seeing how big it is she hands it to Nevil to cover her shinny paladin armor.  The group creeps down the stairs.  We make our way down, under the rotten floor.  The steps take us to the ground floor.  This floor is stone and is covered with debris.  It doesn’t look like any restoration work has taken place here either.  On the other side of the open room we find more stairs heading downward.  We decide that we need to go down and start to light torches so that the humans can see where they are going.  But then we hear whispers coming out of the depths.  Quashing the idea of lighting torches, Nevil grabs hold of Atalaya’s shoulder and Inman and Boz hold onto Sorrow’s shoulders, letting those with dark vision lead the way down.  The voices have stopped as Atalaya and Nevil reach the bottom of the stairs.  Not seeing anyone they step into the room with an eerie aqua light.  


We are immediately beset upon by four cultists who had backed up against the walls to lure us into the room unawares.  Nevil begins to bluff.  “Brothers, well met, we are reinforcements from Waterdeep.”  


The cultists are wary. “Who is that?”  referring to the robeless Atalaya.  


“We had an unfortunate incident with a horse and some fire. Do you have an extra robe?”  They are very skeptical but Sorrow and Inman appearing with robes buys some time.  They ask who sent us and Nevil replies, “Brother, you know we don’t share that information.”  At their skeptical looks she adds, “We were told to come and reinforce the group here.  


One of the cultists says that “I know the ritual is working.”


Nevil replies, “That is why we came.  Should we join in?”

Cultist: “No, you can't interrupt it.”


Nevil manages to get the cultists to admit there is a ritual occurring and it is led by the Lord Viallis.  Nevil, eager for smiting, intentionally drops cover, “Oh good, he’ll have to die then.”


Chapter 3:  Fight with Cultists, under the tower


One of the cultists runs forward at Nevil, hitting her but only strikes her armor, doing no damage.


Inman activates his Blade Song, steps forward and attacks Cultist 2.  Both his swings hit for a total of 11 damage.  Cultist 2 goes down.


Sorrow:  Casts Vicious Mockery at one of the cultists.  He takes 2 points of psychic damage and is at disadvantage on his next turn.


Atalaya shoots her arrow at Cultist 1.  It hits and kills the cultist.  Her second shot hits and kills Cultist 4.


Nevil:  attacks Cultist 3, moving in on him and grappling him as she tells him that she is going to give him a chance to make new choices.


Suddenly we notice the air in the room getting colder.  


As a spectral ghost appears before us Atalaya has a random thought.  She is really glad that Cirilli was left in Candlekeep.


The ghost flies over our heads and goes after Sorrow.  It passes into Sorrow’s body and Sorrow shudders.  It appears that she is then shoved out and away from Sorrow.  


Boz swings his sword and it passes through the spirit’s form.  The spirit seems to dematerialize, but then immediately reforms.  We cannot tell whether or not she takes any damage from the hit.


Cultist 3 worms out of Nevil grapple and tries to get away from her.  Nevil takes an attack of opportunity and hits him causing 12 points of damage.  The cultist falls down, dead.  Nevil shakes her head and says, “We were just talking about turning a new leaf.”


Again we feel the temperature in the room lower and another ghost like creature appears, flying over our heads.  This one focuses on Atalaya and gets up close to Atalaya’s face and makes a horrible face.  Atalaya is frightened/terrified and is at disadvantage for her attacks as long as she can see the ghost.


Inman casts Firebolt at Ghost 1.  It hits doing 2d10 fire damage.  The fire sweeps through the entity and then the ghost materializes as the fire goes out.  


Sorrow casts Bane on both Ghosts.  Ghost 2 seems unaffected by the sp;ell, but Ghost 1 fails his save and seems to have more difficulty with his attacks (must roll a d4 and subtract that number from his attack and save throws.)


Atalaya draws her sword and attacks one of the Ghosts.  Her first attack misses, but her second hits and does 8 points of damage??


Nevil swings at Ghost 1 and uses Divine Smite.  Her strike hits for 6 points of damage + 11 points of radiant damage.  The ghost turns into smoke but after a moment turns back and is making horrible faces.


Ghost 2 attacks Sorrow.  It reaches out its spectral hand and tries to slam it hard into Sorrow’s chest.  He misses his strike as Sorrow nimbly jumps out of its way.


Boz:  Attacks Ghost 1 with his sword.  Pieces of it fly around the room, but then it reforms.  Boz is unsure if any damage was done to it.


Ghost 1 does something to Boz.  Boz fails his save and something definitely happens to him.  He rocks forward on his feet as if he was overtaken by an incredible amount of weakness.  His face goes grey and silver hairs appear near his ears and in his beard.  He manages to remain standing, but just barely.


Inman:  Targets Ghost 1 with the first of his Scrotching Rays.  He hits it for 8 points of damage.  It screeches and fades to a bluish grey and then fades away.   He sends his second Ray at Ghost 2.  It misses, the fire passing harmlessly by the ghost.


Sorrow:  Casts Vicious Mockery at Ghost 2.  The ghost seems completely unaware of any insult.


Atalaya, no longer frightened since Ghost 1 is now dead, turns and faces Ghost 2.  She swings and hits with both her attacks, causing 6 +13 damage to Ghost 2.


Nevil:  Attacks Ghost 2.  Critical failure.  She made a wrong move.  Her opponent's next turn has a +4 to hit.  Her second attack is also a critical failure.  She falls prone, drops her primary weapon and is stunned for one round.


Ghost 2:  Reaches her hand out to Nevil and touches her (Withering Touch).  Nevil takes 21 points of damage and 19 points of necrotic damage for a total of 40 points of damage.  

Boz swings at Ghost 2 trying to distract it from Nevil.  He hits for a total of 22 points.  Again, he is uncertain whether or not any damage is caused, but he has distracted it from Nevil.  


Inman:  Casts Phantasmal Killer.  The ghost makes her save and no damage is taken.


Sorrow:  Casts Bane on Ghost 2 again. It fails its save.  (-1d4 on To hits and Saves)


Atalaya:  Swings her AmaurĂ«a, attacking Ghost 2.  The first swing misses.  The second swing hits for 13 points of damage.  The ghost screams and dissipates.  


Boz:  leans against the wall.


Sorrow:  “What happened brother?”


Boz:  I don’t know.   …….  I was dizzy for a minute.




Nevil:  Boz, you look older.  You have crow’s feet around your eyes and your hair is turning silver.


Atalaya runs her fingers through his hair and then his beard, looking intensely at him.  “You do look… your hair is silvered.”  Turning to Nevil, “Older?”


Nevil:  ________________________________


Boz:  Is it reversible?


Nevil:  I don’t know.  We’ll have to figure it out.


Boz:  I don’t feel bad.  I feel alright.


Atalaya (thinking about Sister Talia and Father Brinehanded)  Maybe a cleric can help.  We know a few that …  (Atalaya just registers that his voice is much raspier.)


[Vasilya’s chronological age is 33.  He now looks to be in his mid 40’s.  (43, he was aged 10 years)]


Game ends

Future Plans


  1.  Continue looking for Lord Viallis in the this tower

  2. Try to figure out how to remove the life drain on Boz

  3. When we make it back to the inn in Greenfast ask Nevil if she has a way of getting information to Seraphina.  Atalaya wants to apprise her of the connection of Lord Viallis and the Pact of Lich in Parabor

Wednesday, August 13, 2025

Game Notes 8-13-25 4th of Elient

 Game Notes 8-13-25



4th of Elient:  Waterdeep to Greenfast

Chapter 1: Going to Greenfast

While having breakfast we decide that our next move is to go to Greenfast and try to meet with Lord Viallis.  We get directions to a Hostler’s and make our way there.  We rent 4 horses (Sorrow will use Nevil’s Shep).  Cost:  5 sp per day and a deposit of 50 gp per horse.


We head for Greenfast and finally arrive .  We enter the farming village from the north.  It is a nice little village.  We follow the road, cross a bridge and find the tavern/inn.  We go into the inn.  It is called The Bulging Cauldron.  Inside we see that it is a nice homey place.  There are some locals there.   We are greeted by the bartender, Old Fargo.  Old Fargo is an affable looking guy, working behind the bar.  Atalaya asks about rooms.  He states that he has two rooms to rent.  We take both.  5 sp per room per night.  


We head back out and cross the street, seeing a nice, larger house with gardens in the front yard.  There is a middle aged woman wearing a straw hat and garden gloves working in the garden.  


Chapter 2:  Mayor Kara


As we approach we call out, “Hello.”


She returns the greeting, setting down her trowel and saying “Good afternoon.”


Nevil:  “Good afternoon. 


The woman introduces herself as Mayor Kara Firenni.


Nevil leads the conversation, asking her about Lord Viallis and where he lives.  She becomes uneasy and answers, hedging her words. Boz finally says, “I feel like you know something you are not saying.”


Mayor Kara:  “Why do you say that?”

Nevil glares at Boz.


Boz:  “You can speak freely.   


Boz?:  We are trying to ask him some questions.  We are not friends of his.  We are trying to get to the bottom of something. 


Mayor Kara looks nervous and gestures to us.  “Come off the road.”  She tells us that her sister has been missing.  That the sister is very enamored with Lord Viallis and the mayor thinks that she is on his farm.  She tells us that Lord Viallis has built a compound outside of the town (a good distance away from the town actually.)  She says that it is into the hills from here, and gives us directions to find the place.  She tells us that she has a bad feeling about things (at the compound/with Lord Viallis).


Nevil asks her why she feels that there is a problem.


Mayor Kara says that she and her sister were always close.  Her sister’s name is Yaeda.  She has not heard from her for a while and is worried.  She asks us to tell her that, “Her sister is very worried about you,” if we see her when we call on Lord Viallis.  We agree to do that.  She also tells us that the house that Lord Viallis originally lived in here in Greenfast is unoccupied, but still owned by him.  

  

We ask about Lord Faerl.  She tells us that he lives west from here across the river.  “He might have better information (regarding Lord Viallis).  


Mayor Kara also tells us to beware.  There are bandits and highway men on the roads.  


Nevil tells her:  “If there are highway men, there will be a few less for you to worry about.”  (If they cause us problems.)


The mayor points at house #4:  “Lord Faerl lives there.”  She then points to house #10.  “That is Lord Viallis’ house.  He has spent very little time here during the past year.”


We ask if Lord Viallis has a caretaker for his home.  Mayor Kara says, “I haven’t seen anyone over there very often.”  She doesn’t know if there is a caretaker.  


We thank Mayor Kara for her help and move away from her house.


While we are keen to make our way to Lord Viallis’ compound, we decide that it is too late to head that way, especially if there are highwaymen in the area.  We decide to check out Lord Viallis’ house here in town and then see if Lord Faerl is in residence at his home.  


We cross the bridge again and make our way to Lord Viallis’ house.  The yard is overgrown and full of weeds.  The windows are shuttered.  Boz checks the door and finds it locked.  He quickly and easily picks the lock and we head inside and close the door.   The kitchen and main room show signs of recent use.  The room is open and without furniture.  We check it for hidden doors and anything of note.  The only thing that we find is a smudged out chalk circle on the floor.  It looks like another transport circle.  Anything of worth has been removed from the house in the other rooms.  We find nothing but trash.  The kitchen however does have some food and pots in it that seems to have been kept for appearance sake.


Nevil wants to check out the grounds to see if there have been any gravesites dug.  She doesn’t find anything.


We head over to Lord Faerl’s house. 


Chapter 3:  We Meet Lord Faerl


Faerl’s house is a small cottage.  There is a barn nearby.  We approach the house.  There is a sign on the side door that says “Office.”  After a quick discussion we choose to knock on the side, office door.  


Faerl:  “Come on in, open the door.  It is not locked.”


We open the door and go in.  It is a modest cottage.  Not what we were expecting based on the descriptions of Lord Faerl from those we talked to in Waterdeep.


Faerl:  “Is this about leather?”


Nevil:  “What?  A different business.”

Faerl:  “Can I help you?”


Nevil:  “We actually are here on grim business.


Faerl:


Nevil:  “We are here to represent the family of Sarah….”


We talk to Faerl about needing to find Sarah’s grave so that we can reassure her family that she has been appropriately interred and to recover any of her personal artifacts for her family if any are still around.  Faerl is very abrupt and put out by our questions and shows no empathy for Sarah’s family.  He continues to be obnoxious, stating that he is a busy man.  We ask for directions to Lord Viallis’ current home sense the house here in town seems to be abandoned.  He is upset with that, asking way we think it has been abandoned.  We state that the yard is full of weeds and high grass, pushes not tended, windows bordered up.  What else can we think but that it is abandoned.  Faerl finally says that we should write a note to Lord Viallis to pick up the next time he is in town or that he sees Faerl.  Atalaya pulls out a sheet of paper from her sketch book and uses a drawing pencil to write a short note to Lord Viallis and hands it to Lord Faerl.  


Faerl then tells us to leave, he is busy.  Opens the door.  We see some bandit looking ruffians.  One of them calls out, “Is all well here?”  Faerl says, “Yes, at the moment.”  The four men look suspicious.  We tell Faerl that we will leave a letter and wait a couple days at the local inn.  


Faerl:  “I don’t want to disturb my employer.   … terrible… “


Atalaya hands him the letter.  While she does, Nevil checks out the men.  They look menacing.  


We head out, planning to make our way to the inn.


but they move away from the doorway as we approach.  Once we exit the house Lord Faerun slams the door shut behind us and locks it.  The ruffians attack us once we have cleared the entrance.

Chapter 4: The fight


Atalaya:  had been wary of the group of men and as soon as they began to pull their weapons had her bow in hand and loosed three arrows.  The first two shots hit Hardy for a total of 23 points of damage.


Sorrow:  Casts Vicious Mockery at Andy.  It does 4 points of damage and he is at disadvantage on his next turn.


Hardy: holds up his hand and makes a sigil.  A shimmering thing appears, he points at Atalaya and casts Inflict Wounds.  She takes 21 points of necrotic damage.  A wound opens on her.


Nevil:  Steps forward with her mace and attacks Laurel while muttering something about making better choices.  She swings twice.  The first hits for 8 points of damage.  She misses with her second swing.


Laurel:  Puts up a shield and casts Inflict Wounds which critically fails.  He falls prone.


Amos:  Steps up and attacks Nevil.   Swings with a long sword, slashing at her twice.  The first swing misses.  The second swing is a critical fail.  His eyes are blinded with dirt.  (He is at a -3 to hit until he cleans his eyes.)


Andy:  Runs to the other side of Sorrow.  First strike misses.  Second strike hits for 10 points of damage.


Boz:  Pulls out his shortbow and shoots.  He misses his target.  (Amos)


Inman:  Initiates Blade Song.  He attacks Laurel.  His first swing hits for 7 points of damage.  His second swing hits for 4 points of damage.  Laurel is dead.  Inman retreats to the window (to the left).  He doesn’t see Faerl.


Atalaya:  Attacks Andy with her Long Bow.  Her first arrow causes 9 points of damage.  Her second arrow causes 11 points of damage.  She moves to the right corner of the house. 


Sorrow:  Casts Hideous Laughter on Andy.  Andy fails his save and starts laughing.  Everything is funny.


Boz:  Attacks Amos with his short sword.  His swing hits for 15 points of damage.


Nevil:  Also attacks Amos.  Her first swing misses.  Her second swing hits for 8 points of damage.  


Amos:  (blinded)  Tries a blind attack on Nevil.  Both of his swings miss.


Andy:  Looks at Sorrow and keeps laughing.


Inman:  Sees room with a closed door.  He yells out, “Boz!  Door!”


Atalaya:  Runs to Andy, pulls out some rope and binds Andy’s arms.  He is delighted with this and keeps on laughing.


Sorrow:  Casts Cloud of Daggers on Amos.


Boz:  Swings his sword at _______ and misses.


Nevil:  swings her mace at Amos.  Her first swing hits for 12 points of damage.  Her second swing hits for 12 points of damage.  Amos falls down (dead) and the knives blink into and immediately out of existance.


Andy:  Still laughing as he watches Amos get hit and fall to the ground.


Boz:  Uses his thieves tools on the door and unlocks it.


Atalaya tries to look in the window (to the right of the door on the map).


Inman is checking behind the house.  


[Game ends]


Future Plans


Kathy thoughts/plans for Atalaya for next session.  

  1.  Continue checking to see if we can confront Faerl again.

  2. Tell Maya Kara that there are some dead brigands that need to be dealt with.

  3. Spent the night at the inn.  Check in with the ship via the communication stones.

  4. In the morning head out to find Lord Viallis’ new compound.

  5. Ask Nevil if there is a way to get information to Seraphina (Poppy) about what we suspect is going on in Parabor and ask her to get that information to Joan, so that she can increase her precautions for herself and the house.

Wednesday, July 30, 2025

7-30-25 Game Notes: 3rd of Elient to Morning of 4th of Elient



3rd of Elient


Chapter 1:  Arriving in Waterdeep 


The group started out standing before the portal to the Library (Font of Knowledge) in Waterdeep. Bookworm asks when we will want to come back.  Atalaya says, “Doesn’t work that way.  When we solve the problem we will be ready to come back.”   Atalaya, Boz, Nevil, Inman and Sorrow took one last look at each other and stepped forward and into, well, Waterdeep.  After quick greetings from the library staff, they asked how long we would be. “We're not sure how long our business here will keep us.” Nevil responded.  “But we will need a ready trip back when we are finished,” added Atalaya.


The group stepped out onto the busy street (to the west of the Market, close to Swords Street) coming in via portal was an odd way to orient oneself to a city.  Dropped right in the thick of town, it took a moment to gather thoughts on a plan.  Nevil suggested a beeline to the Yellowcrest Manor, but Atalaya, ever the pragmatist, noted a Yellowcrest tannery across the street.  It wouldn't make sense to double back, so they went in.


Atalaya didn't say a word.  She just began studying the leathers, but Nevil seemed to take to a false identity a little too easily.  She quickly made a story to inquire about the whereabouts of Lord Faerl.  “I am so embarrassed.  I came to town expressly to try to meet with him, but I have lost my letters with his address.  Could you tell me how to find Lord Faerl?“


The merchant states that Lord Faerl manages the tannery and visits town periodically to conduct business, leaving his residence in Greenfast, a little village outside of Waterdeep.  He is due soon.  With additional banter, the shopkeep reluctantly describes his employer as being a high maintenance, very particular and showy wood elf who has expensive and flashy tastes.


Hoping that fate would have him stopping in the shop in the next day or two,  Nevil asked to leave a note and asked what restaurant the lord would prefer.  “Lord Faerl, I was in town on business and was hoping to discuss our trade.  I was hoping to double the order.  It would be wonderful to dine and discuss the possibility of terms.” Nevil intentionally scribbled a false name and smudged it beyond recognition.  “Oh, damn.  Well that's good enough.” She said out loud intending the shopkeeper to hear.  


The group thanks the man and leaves to make way toward the Yellowcrest Manor.   


Hoping to draw less attention, Nevil asks a random unassuming mother with children for directions.  We start making our way,  but decide to get a room in a mid priced (modest) inn for the night so that they will have a place to change clothes before going to dinner.  


GINA:  Have you ever decided where the inn is and what its name is?


Chapter 2:  Yellowcrest Manor


  Realizing that the manor was well on the other side of town, the party hires a rickshaw and makes haste to the manor.


After spending a moment to strategize on the street, the group decides to play the role of “distant cousin” of Sara's and to ask about her whereabouts and condition directly at the manor.  Atalaya, points out that Sara was human and that might be a claim too far for Atalaya to make.  So Nevil again attempts deception. The clearly inebriated and socially deprived Arnulf,  new owner (or maybe steward?) of the manor is surprised and very generous.  He welcomes the group into the home and asks if they'd like a glass of wine several times.  Nevil plays shocked to hear of Sara's murder.  After much discussion the man explains that Lord Viallis of Yellowcrest (i am so bad with names) lives outside the city.  The group asks for his address to be able to extend their thanks for generously employing Sara for so many years.  They learn that Sara was believed buried in the city.   The family plot where the lord lives in Greenfast.  The group lastly asks if he knows where Sara's possessions were taken and the location of her lover Sir Vecken.  Just before leaving, Nevil is moved to step up her level of deception.  She asks the man if he would like her, a devout woman of the cloth, to banish spirits which may haunt the residence after such horrific murders.  He agrees no doubt because he's drunk.


The party searches room to room with Nevil putting on a show of searching for spirits and blessings her way through the house.  Then in the study, the group’s attention is drawn to the faint outline of a ritual circle.  Knowing they have likely found the spot Sara referenced, they search thoroughly.  With Boz's help breaking into the desk, Inman discovers notes of someone who was clearly a magic user and multiple figures of different ritual circle arrangements.  With a nat 20 for his investigation roll, Inman is gobsmacked to discover that the present circle’s destination is none other than Parabor.  


The group briefly staggers, absorbing the revelation and openly speculating about the relationship between their deceased family members, the master, the eye, etc.  However they cut speculation short being that they are not in a safe place to discuss the topic.


Inman takes the notes and drawings for later study. Nevil reassures the man that the spirits seem to be settling and they leave to seek Sir Vecken.



Chapter 3:  Meeting Sir Vecken


As they approached Sir Vecken’s house.  Nevil asked Atalaya how they should approach him.  Atalaya suggested that they ____________.


Sir Vecken answered the door himself.  He appears threadbare, stout and has a friendly face. They spin their tale.  He checked out our garb and obvious weapons and looked dubious, but let them in.  He continued to look at them suspiciously.  Once inside Atalaya asks if we could be truthful.  He said that he preferred that.


Sir Vecken was out adventuring recently himself but came home to care for his father.


Atalaya tells him the truth:  That Sarah’s spirit contacted us while we were at Candlekeep and wants to be put to rest.  Sir Vecken is shocked.  We talked with him and got as much information as possible.  He thinks that Sarah’s body was taken by Lord Viallis and buried with his family in Greenfast.


Nevil asks if Sarah would prefer to be interred here or with her family.  Sir Vecken doesn’t know what she would prefer.  


He tells us some things he heard from Sarah.  “Think she told me some strange things while she was there.”  “I think she trusted the family, especially Mistress Maria.”  “People were coming and going from there that she was worried about.”  “I feel that if she was afraid she would have left.”  


He explained that he learned some new skills and left home, explored and had some adventures.  Then his father was having difficulty and needed his help.  His father is getting older.  


He gives us more information about dealing with Lord Faerl, telling us that Faerl is a wood elf.  He also says that he never liked the guy.  “He’s a prick.”  He says that Faerl has bluish skin, looks like he is in the shadows all the time, is thin, and has red flashy clothing.  Carriage with lots of bodyguards and a big hat.  


We ask if the bodyguards also wear red, thinking they might be Thyains.  Sir Vecken replies that some might wear red. 


When we can think of no more questions, we take our leave and exit the house.  We head back to the inn where we have rooms for the night to prepare for dinner.  Once we are in our fanciest garb we make our way to the expensive restaurant, The Mermaid on the Dolphin.  The dinner costs 8 sp per person.  Lord Faerl does not show up. 


We eventually returned to our inn for the night.  


4th of Elient

Chapter 4:  Heading for Greenfast


We ask the innkeeper about where we can hire horses for a few days.  We are directed to a stable.  We can rent horses for 5 sp per day, but must put down a deposit of 50 gp per horse rented.  Sorrow is going to ride Nevil’s Shep.  


We enter from the north of town and make our way through the farming village.  We find a tavern, The Bulging Cauldron.  We reserved a couple of rooms and stabled our horses.  



Game ends


Game Notes 8-27-25 4th of Elient cont.

  Chapter 1:  Fight Aftermath The game opens with Boz picking the lock of the house the blue man, Faerl is hiding in.  We have killed  3 (2 ...