The Sunless Six

Seeking Passage to the North
10th day of Marpenoth

The Sunless Six decide to leave Woopedu and head back to Waterdeep to find passage to the the North of the Sword Coast, where lies the White Plume Mountain.
The group is accompanies by Wilderem, used his teleportation skills to teleport the group back to Waterdeep via the teleportation circle hidden in the Trollskull Manor.
The group is met at Stubb’s tavern by Ash, who had decided to rejoin the group after helping the Eilistraeeans reclaim the Promenade of the Dark Maiden in Undermountain.
Wilderem suggests to the the group to seek out his friend Logan Rand, whom owns the fastest ship on the Sword Coast.
The group head to find the Bloody Fist, a tavern in the dockward that is a frequent haunt of Rand. Sure enough, as they enter, they spot Rand’s companion, a ‘Firbolg’ with red hair and beard. As they approach they hear that Rand is in a heated argument with a Drow. the argument turns and before the Drow can attack, Rand fires a blast, killing the Drow.
The group introduce themselves and Rand is happy to know that Wilderem sent them. He offers to take the group up the Sword Coast, but with a catch. They must help him reacquire his ship from the Bregan D’aerthe.
Logan Rand informs the group to meet him at a rendez-vu point near the docks where the Bregan D’aerthe have his ship tied up.
The group convene in the secret location and start to devise a plan as they notice Ash scampering up the dock towards 3 hostile Drow. Ash then slinks into the shadow and suddenly appears on the ship, attacking the Drow. Ash then hops to the dock to do engage with 2 other Drow. The group dash to Ash’s aid, only to find the Tabaxi unconscious.
Logan Rand starts to free the ship from the docks as the others do combat with the Drow. More Drow on other docked ships hear the commotion and start firing crossbows bolts at the group. the The Firbolg hops on the ship and begins firing the ballista at the other ships. The group, unsure how this ship will sail with such small sails put their best effort in rowing the ship from the docks. Logan Rand takes the helm and begins an incantation. Fire burns from the half elf’s eyes and hands as an elemental ring of energy bursts into existence around ships haul as the ship begins to lift off of the sea and int the air.

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The Tattersail
14th day of Marpenoth

The Sunless Six begin to take to the sky in Logan Rand‘s airship, Tattersail, as the Bregan D’Arthe launch an attack from the dock. They are targeted by a balista, but Rand is able to take evasive action to dodge the aggression.
The crew notice the drow ship leaving port to pursuit, as well as Waterdeep’s Griffon Cavalry scrambling to investigate. Unperturbed, Rand ensures that his ship is much too fast for either to catch them.
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As night approaches, Rand suggests that the group keep an eye out for a suitable place to anchor down for the night. They find a small island. After some investigation, they conclude that the island is uninhabited, save for a small clearing likely used as a stop by fishermen in the area.
The next morning they depart once again launching the ship into the air. After an uneventful day of travel they decide to take port on the coast. Running low on supplies, Ash and Anakis decide to head to the shore to scavenge for food. Anakis find a large bush of ripe berries, and Ash kills a rabbit. Anakis then notices a large nest atop a high gnarled tree. Ash quickly climbs the tree, only to find the nest inhabited by 2 large eggs. He motions for Anakis to catch an egg in the bag of holding, while he climbs down with the other under his arm.
As Ash starts climbing down, Anakis notices a giant eagle soaring towards them. Both hurry back to the ship, but the giant eagle notices her eggs have gone missing. The eagle flies to strike the ship, but Xanath successfully casts sleep on the eagle, sending it plunging into the water.
Outraged, the ‘Firbolg’ pulls the sleeping beast to the shore and demands Ash return it’s egg. Reluctantly, Ash relinquishes the egg. The eagle begins to rouse, but Xanath puts her back into slumber.
The group fly off as they watch the eagle come to, but satisfied with her egg, she does not pursuit.
After a meal of berries and rabbit, the group take rest for the night. Ash, slinks below deck to rest. Finding his behavior a little odd, the group decide to check in on the Tabaxi. They find that Ash is harboring a second egg, with the intention of hatching and raising the eagle chick as his own. Everyone agrees to keep this information from the Firbolg.
By late afternoon the next day, the ship finally reaches it’s destination, Port Llast. Port Llast is a small coastal town about 40 miles north of Neverwinter. The group part ways with Rand and the Firbolg. The next day, after resupplying and asking around about the area, the Sunless Six set out into the wilderness in search of the White Plume Mountain.

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Into the Wizard's Mouth
15th day of Marpenoth

The Sunless Six trek through the northern forests of the Sword Coast in search of the White Plume Mountain. Although they feel they are near, the group decide to take a rest for the night just off the trail.
As Anakis communes with nature; she senses that she should look for a less indirect path to the mountain. The next morning, Anakis leads the group off track, which leads to a small village. Anakis and Xanath join a mass in the temple devoted to Silvanus, the god of nature.
The priestess, a druid named Bodhmall, later approaches the dragonborn and teifling. She gives them valuable information on the entrance of the Mountain, called the Wizard’s Mouth. She also explains that she is in the area to obverse the Grandmother Tree. A sacred ancient tree to druids.
The group later part from the town and find themselves at the entrance to the mountain. They discover why it’s called the Wizard’s Mouth, as it appears to be ‘breathing’ in cold air from the surrounding area, and exhaling warm air from within the volcanic mountain.
After some unsuccessful investigation, Anakis decides to ask the surrounding flora for help. The group finally reveal a hatch on the floor of the cave covered in a deep layer of silt.
gynosphinx.jpegThey descend down into the hatch and creep down a flooded hallway to discover a gynosphinx guarding the way. The sphinx poses a riddle to the group telepathically, which the group solves. The sphinx allows the group to pass. The narrow corridor splits in 3 direction and the group decide to head down the center hallway. They find a valve hidden in an alcove off the corridor and open it. The flooded water begins to drain from the hallway.
Kelpie-01.jpgAs they continue on, they come upon a large open room with a deep pool of water in it.
As they move in to the room they are charmed and attacked by a pair of kelpies. After some time the group are able to subdue the kelpies.
They loot the area and continue on adventuring.

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Shiny
16th day of Marpenoth

The Sunless Six leave the liar of the Kelpies and head east down a corridor. They discover a section of the floor ahead spinning and greased. Ash bounds off the walls to avoid the grease and discovers a door. The curious tabaxi opens the door and is hit by a mass of webs. The rest of the group come to Ash’s aid, busting through the the webs into the room.
A mage transforms into a Werewolf and the the group does battle with her and her lover in close quarters.
Before the melee ends, Ash ducks out into an adjacent room.
Once the group subdues the attackers, a greasy bear appears from the hallway. The bear transforms back into it’s true form, Anakis.
Ash barricades himself in the room and claims he is taking a shit so he can loot the room on his own. As he opens a runed chest, he is fittingly hit by stinking gas. Ash exits the room after pocketing some gems. Once the smell dissipates, the group enter the small quarters to find the room abound by illusionary magic. They take rest of the loot from the chest and question Ash, who reluctantly gives up his gems.
The group decide that this is a good place to rest. They barricade the door. As they rest, they hear 2 undead creatures coming towards them. By utilizing the greased floor and Xanath’s fire, they quickly resolve the problem.
The Sunless Six then head back towards the Kelpie’s lair to investigate another hallway moving north. They push open a heavy door only to find a second door right behind it. The push open the second door and find another door before they reach a hallway.
They prop the doors open using caltrops. Quin creeps up the hallway to find herself at the center of a boiling volcanic lake which is held back by a thin field of some kind. As she edges closer she discovers a large domed area with a skittering of a large creature ahead.
The group then approach and see a huge giant crab, which looks to be guarding a treasure.
crab.jpg The adventurers act fast and take down the crab before it can react. They then investigate the large chest. Seeing no apparent traps, they open the chest and discover Wave the first of the sentient weapons they were sent to retreive.

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Geysers and Chains
16th day of Marpenoth

Unsure what to do with the legendary weapon, the group decide to store Wave in the bag of holding for the time being. They travel down back to the gynosphinx to pursue another avenue in search of the remaining weapons.
Ash questions the gynosphinx why she stays in this dungeon. Unable to answer the question, Ash concludes she must be brainwashed somehow.
The group enter a room with 5 inactive flesh golems. Each golem has a number carved onto his chest. One golem awakens and poses a riddle to the group. Quin successfully answers and the golems retract their threat and let the group past. One golem decides to serve the group and heads out with them.
totyp-04-05.png Finally the group reach a large natural cave. The cave looks like it can be traversed by using wooden discs hanging from chains attached to the ceiling. The floor is covered in boiling mud.
Ash successfully gets across the cave to a ledge on the other side. Quin starts next, but as geysers begin to erupt she slips on the final disc. Ash attempts to grab her, but both adventurers fall to the boiling mud below. Seeing this Grisduin drinks his potion of flying and comes to the aid of his fallen friends. Anakis summons 2 giant spiders and rides them across.
The group then squeeze down a narrow corridor to a unnaturally dark room. Ash and Quin enter the room. Unable to see anything Grisduin summons dancing lights. He sees his comrades on the back wall, then turns to see a pale skinned dwarf rises from a coffin. The dwarf turns his head, looks at the intruder and screams out.

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Ctenmiir
16th day of Marpenoth

The vampiric dwarf rises from his tomb with Whelm in hand. He smashes the ground with the warhammer causing a shockwave stunning many of the Sunless Six.
The adventurers throw whatever they can at the vampire warrior, unable to make him fall. Eventually Quin shakes out of her stunned state and pulls out the Sonin blade, striking Ctenmiir unaware. The vampire then turns to a mist and drops it’s equipment. The green mist then evaporates away, leaving the group standing, looking at Whelm, the second of the three legendary weapons within the White Plume Mountain.

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Orbs and Keys
17th day of Marpenoth

After placing Whelm into the bag of holding, the Sunless Six exit the vampire’s room and careful backtrack to the Gynosphynx. On their way back, Quin recalls a hallway they bypassed just before reaching the flesh golems. She carefully enters the room to find 9 glass globes hanging from the ceiling. The group all enter into the room to investigate.
Once the everyone is in the room, the door magically slams shut. Not knowing what to do, the adventurers start smashing the globes. A key falls from the globe, as well as an Air Elemental. They defeat the elemental and the try the key in the door. It doesn’t work. After smashing a second globe, they find the key works! And they can exit the room. Instead, the adventurers proceed to smash the remaining 7 orbs, collecting false keys and various treasure before departing the room.
They arrive back at the crossroads and decide to head down the western corridor from the Gynosphynx. As they slink through the corridor, they notice the walls lined with large brass disc. Quin deducts that they are designed to heat metal quickly. Carrying no metal, Ash dashes ahead unharmed, only to be met by an aggressive group of ghouls.
ghoul.jpg The group proceed to rush through, Grisduin, wearing plate armor, pushes through the pain the the heat. As Xanath arrives to aid his tabaxi comrade, he launched a fireball towards a group of ghoul, incinerating them instantly. 9 and Grisduin then rush in to clean-up the rest of the ghouls.

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Sir Bluto
18th day of Marpenoth

The Sunless Six find themselves in a long hallway. The hallway is bound by 2 pits on either side. The floor, walls and ceilings look to have a sheen to them. Ash ties a rope to himself and leaps over the first pit. Luckily, he is able to maintain balance on this frictionless floor. As he approaches the pit on the other side, he successfully leaps over. Holding the rope tight, the rest of the group cross, but Grisduin slips into the pit and is wracked with pain. They pull their comrade out, and Anakis gives Grisduin a potion. Gris eventually fights off the disease.
The group then venture through more hallways and come upon a room with a floating river running through it. Xanath scouts the river, but turns back after he find it too far. The group then jump into kayaks to travel the river. As they come to the entrance to another room, Ash leaps from his kayak and bolts into the seeing a group of armored men preparing nets to trap the Sunless Six. He disrupts the group enough to make the trap ineffective. The rest of the group enter. Anakis and Xanath take out half the enemies, as Grisduin and Quin go into melee with the leader of the group.
As the fight continues, 9, the group’s newly acquired Flesh Golem starts going beserk. The group fell all the enemies, as Xanath tries everything in his power to save his befriended golem. He is unsuccessful and the group need to put 9 down before he becomes too large a threat.
The Sunless Six acquire a key from the fallen Sir Bluto and head to a locked door they found earlier. They enter into the chamber and discover a huge terrarium containing many levels and different creatures. They see a door in the bottom layer.
Feeling unfit to the challenge, the group decide to rest in a secret hallways they found earlier.
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The Terrarium
18th Day of Marpenoth

The Sunless Six enter into the terraced terrarium as all the beast start to approach, looking for live meat. Xanath summons a stream of lighting, collapsing parts of the glass barricading between the sections of the aquariums, and hitting a few of the beasts.
After getting hit my the quills of the manticore’s tail, Grisduin casts darkness on the bottom section. Anakis creates spike growth to help impeded the manticores, taking them out of the fight. The group then proceed to take down the attacking creatures, as the water from the aquarium stream down into the lower levels.
After sometime, the threats of the menagerie of beasts are quelled, and the group look into the submerged lower levels of the terrarium. They notice the waters slowly filtering out somehow, and Quin sees a chest in the manticore’s level, with a door directly across from it.
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The Oni and the Grandmother Tree
20th day of Marpenoth

The group enter in through the door at the bottom level of the terrarium. A short hallway leads them to a lavishly furnished room and the greetings of a friendly halfling. The halfling claims that he is trapped here by the Wizard, sentenced to guard a treasure. The group prod further, getting too close to the point that the halfling eventually attacks, revealing his true form as an Oni.
oni.jpg The group take down the nightmarish fiend, and tie his up as they examine the treasure, Blackrazor. The wake up the unconscious Oni to question him, the Oni attempts to escape, so the group take him out.
Having all three of the legendary weapons, the group decide to leave the wizard’s dungeon. They exit into the forest to find they were part of a strange time dilation effect while in the mountain.
As set themselves to return to the village of Grey Wolf Cave, they are greeted by Wilderem. The wizard appears to be acting odd, requesting the 3 legendary weapons right away. Anakis senses this and further questions the gnome. The conversation gets heated, and realizing his ploy was discovered, the false Wilderem disappears and summons wolves to attack the group to ease his escape.
Feeling the call of the wild from the howls of the wolves, Ash starts feeling weird, more primal. He begins viciously mauling the wolves. Grisduin notices the strange savageness in this friend. Once the wolves are taken care of, Ash settles himself. The group then find their way back to the village, finding an Inn to get a decent rest.
Grisduin confronts Ash about his savagery, and they deduce he might be cursed with lycanthropy after being attacked by Snarla, the werewolf wizard in the White Plume Mountain. The group encourage Ash to seek help in breaking the curse, but Ash is reluctant, seeing the lycanthropy as controllable and possibly being an advantage to him.
The next morning, Anakis and Quin head to talk to Bodhmall the druid. She advises Anakis on how best to find the Grandmother Tree. Confident she will find it, Bodhmall heeds warning about the guardian of the tree, her ill tempered sister.
As Anakis lead the group into the forest, they eventually come upon a large lively tree. they believe this to be the The Grandmother Tree. As they approach they notice a large Annis Hag carving a piece of wood. They approach the Hag. She recognizes Anakis, and eventually lets the group pass through the threshold into the chamber within the large bol of the tree. As the group question the Hag, she says that these questions would best be answered by her other sister. The group then feels themselves being wrapped and taken in by the tree itself. They flake off branches that covered them to find themselves in a different place of fantastic light and colours, although still very similar to the forest they were just in. They are then threatened by a very small man in a large red cap wearing iron boots. He tells them to drop their possessions and head back to where they came from. Anakis complies, but he rest of the group is uncertain about this little man. They turn defiant against the red capped man, and find themselves surrounded by many other similar small men wearing red caps. The red caps turn aggressive and a melee between the two groups ensues. Feeling that they misread this group of visitors, the Red Caps start to flee. As they flee, the group see a rider approaching them. The rider is a dryad with long fiery hair and olive skin. She approaches the group on her steed seemingly made of plant material.
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