The Sunless Six

Burning of the Gulthias Tree
Session 8

The adventurers find themselves at the same campsite they stayed at just outside the entrance to the Citadel. They decide to stay the night here and make way to Oakhurst at first light. As the night progresses, they notice a single turkey skirting the periphery of the campsite. The group decides to let the turkey be, until it approaches too closely to Ash, who decides to take the nuisance fowl down. Upon killing the turkey and leaving it’s corpse as a reward besides Anakis, Ash notices a note neatly tied to the turkey’s neck. Ash soon recognizes that this is a pet of David, an ally of his within the monastery, and that the turkey was sent to him to deliver a message.

The group makes their way to Oakhurst, and regroup and restock. Anakis meets with Jakilmir who is staying at the Ole Boar Inn, and they converse.

After a short overnight and bath at the Inn, the group decide to head back into the citadel in the morning. Along the path they meet a cart being pulled by a stone golem. The group is then greeted by a few severed heads, before finally meeting Wilderem, a old gnomish shopkeeper within the wagon. The group does business with the gnome, but before the group leaves, the gnome propositions the group with a deal. He will give them a lead on a stronghold that contains many riches, but the group must return to him any weapons they find that bare the mark of Durgeddin the smith.

The group proceed back into the underground citadel, meeting only a small amount of resistance along the way to goblins that are loyal to Belak. The group kills all the goblins, save for one, that guides the group to the underground grove. As the adventurers wade through the thickets and brush, they notice a many twigs blights roaming about. They also notice a large, dead looking black tree hidden behind some ruined walls.
They are promptly greeted by Belak, the mad druid that Anakis has been looking for. The group also notice the Faerwald’s with Belak, but they appear diseased, their eyes blackened, and their skin, rough and woodlike.


Belak explains to the group that the Faerwald’s are thralls of the Gulthias Tree, and the twig blights are the offspring of the tree. Belak exposes his plan to populate the area with the children of the Gulthias Tree in order to wipe out civilization. He once again asks Anakis to follow him. She refuses, and a battle ensues.

The group is bombarded by twig blights coming in from the grove, and a giant frog that was hidden in the tree. Belak is targeted and quickly falls unconscious. The group then coordinate to burn down the Gulthias tree. Quin doses the tree with oil, and Xanath proceeds to unleash fiery magic on the tree. The tree burns and a green mist rises from the ashes. The twig blights ignore the adventurers and converge on Belak’s body, thrashing and gnawing on the druid’s remains until there is nothing left of him.

In the burnt ashes of the tree sits a wooden stake, and a sword with a stone like crystalline blade. The Faerwald’s fall limp and lifeless, and it appears the disease is getting worse fast. Anakis tries to heal the Faerwald’s, but it does not seem to take effect. The group then decides to rush the Faerwald’s back to Oakhurst. They are met by Jakilmir and Reidoth, two druids from Anakis’ circle. The three druids converge as Anakis performs a difficult greater restoration spell on the diseased siblings. The spell is a success and the hold over the Faerwalds from the Gulthias Tree appears to be broken. The group, now in Oakhurst, are finally able to have a quick breath as it seems the threat of Belak the Outcast is no more.

On the Long Road
Session 9

The adventurers finally get a well earned rest. Kerowyn Faerwald puts everyone up for a week at her manor before they group decides to head out. Ash decides to return to his goblin clan, and tries to instill order before his departure.

After a few days of carousing, training, foot races and prostitution, the adventurers head south down the Long Road in search of riches that may lie in Durgedinn’s lost forge. They purchase 2 draft horses and carriage.

As they overnight in a hamlet named Red Larch, they notice the townsfolk a bit on edge. They visit the sheriff who informs them that an unknown old man came into town and stole some items from the market. He was chased into the nearby forest by the dept sheriff, but neither of them returned. The group agrees to look into this thievery and enlist a local tracker named Bjorn Urso to help on their pursuit.

Bjorn leads the group to an dilapidated cabin in the woods that he had recently noticed action around. Sure enough, there was smoke coming from the chimney. Ash moves in closer to the cabin and peaks through the windows. He notices no movement, but sees 3 dead bodies on the floor.witch.jpg

Not seeing any threat he calls for the group, and they enter the cabin to investigate. Anakis touched the dead body of a small girl, and as she does that all 3 bodies rise and reveal their true forms, the group is now surrounded by a coven of Hags!

Bjorn, still in hiding outside with Quin, starts sweating, looks at Quin and says, “I fuckin’ knew it” as he begins transformation into a Werebear.

Hag Fight
Session 10

The adventurers find themselves within the thick of it. Surrounded by a coven of hags in a tight cabin. They are able to overthrown the threat, but as they are about to slay the final hag, she tosses a toad into the bubbling cauldron at the back of the room, and a Banderhobb appears!Barehobb_Img.jpg

The banderhobb swallows Grisduin, but the rest of the group and able to quickly take down the beast which regurgitated Grisduin. Upon searching the room, the group find the cauldron and herbs they have been set out to retrieve. They also find a few items of interest, a bag of bean, a broom with runes etched into the handle, a fancy looking ewer and an empty jar.
Ash decides to open the jar, and the group all individually experience a lucid tragic memory from their pasts. They shake off the thoughts, and now, sitting with Bjorn in the room, must decide their next course of action.

Discovering Woopedu
Session 11

The adventurers regroup and head back to Red Larch to return the stolen cauldron and herbs. They bid farewell to their new friend Bjorn Urso and decide to make haste in finding Woopedu. They enter into a confusing trail system, but Anakis, seems to know the right way, and successfully navigates the group into the town.

They come upon a town filled with gnomes, halfling, dwarves and happiness. As they enter, they see Wilderem’s Workshop and decide to stop in. The shop is kept by a Goliath named Halwrick while Wilderem is off on his travels.

As the adventurers push further into the town, and a greeted by a kindness that is almost sickening to Quinn. Stubbs heads directly for the brewer’s of Arabad’s Ale. He’s regretfully informed that the Ale has run dry in the town, as the brewmaster hasn’t returned in nearly a tenday from collecting herbs in the forest. Stubbs, and Quinn (portraying as a married couple) agree to search for the brewmaster.

The group then decides to talk to the town mayor, Sir Miles TarklebeeSir Miles Tarkelbee. Tarklebee informs the group of the orc raiding problems they have been having in the surrounding farms, and offers a bounty per orc head. Sir relays the information and the orcs seem to have a stronghold near the Stonetooth, a hill named for its unique geography.


The group then decides to head out into the wilderness and start their adventure. Sure enough, they discover the Stonetooth Sir Miles was alluding to. They notice a well worn trail, but also see a column of smoke nearby. They decide to investigate the smoke, which leads them to a natural chimney. Ash repels down into the chimney and discovers a large, crude cooking room. The rest of the group repel down with limited success.

The group then set to to investigate the cave system. They come to the conclusion that this must be the orc stronghold and that they may have found a backdoor entrance into it.
Upon further investigation, they find a gnomish prisoner. They free the gnome, whom they come to know as Phidljaer Fiddlefen, the lost brewmaster. They escort the gnome safely out through the chimney, as he assures the group, he’ll be fine making his way back to Woopedu.

The group then further investigate, and come upon a pair of orcs standing guard near a rope bridge that traverses a large chasm. Grisduin and Ash surprise attack the orcs, and the rest of the group follow in to easily dispose of the orcs.

Striking a Deal
Session 12

The adventurers make their way across the large crevasse via a sturdy rope bridge. Upon investigating the room, they see large, strong doors that are slightly ajar. Ash also notices 2 secret doors on either side of the room, and the group figures out how to open them.

Beyond the doors reveal defensive outposts that the orcs have set up as archery stations to fend off any intruders that may be entering in through the mountain doors. The guards are unaware of the group, as Anakis sprints up the stairs, spell ready. Anakis, however, trips on her way up, alerting the orcs. A melee insues, with the group handling the orcs relatively easy, the last remaining orc decides to try to plea with the group.

Redglain tells the group that he is unsatisfied with management in this tribe and agrees to turn on the leader, an Ogre named Great Ulfe. Redglain will then lead to the access deeper into the mountain, where all the true riches lie. The group agrees with the offer.

The group travel through the orc hideout, with Redglain bartering deals with the other orcs to stay out of this fight with the Ogre. The orcs, reluctantly agree.


The group invade the Ogre’s room, under the roose of being captured prisoners. They get the jump on Great Ulfe, home was resting with his 2 pet direwolves. Redglain strikes the decisive blow onto the Ogre with his Great Axe. The group then loot the Ogre’s room and discover a finesse sword with the mark of Durgeddin as well as an interesting jewel stone.

True to his word, Redglain then leads the group through a secret passageway to Burdug, the Orc’s Shaman. The shaman has access into the caves below called the Glitterhame Redglain then tries to reason with the Shaman who is off put by the intruders. Burdug, not liking this decides to attack. Another battle ensues resulting in the adventurers slaying 3 more orcs.

During the battle, Burdug tries to escape through a door, but is thwarted by Ash. The group deduces that this must be the access to the the Glitterhame.

The Glitterhame
Session 13

The adventurers decide to take a break in Burdug’s layer before moving on to their next course of action. They decide to head down the stairway into the Glitterhame, however, not being cautious, the group is bombarded by a flock of flying vermin known as stirges.
The group handles the threat, but as Xanath yells down to Ash, who has found himself already deep with the cavern, he attacks a second flock of stirges. The group rushes down to assist their ally, with varying success.

Once the stirges are turned away, the group head into the greater cave system. As Ash and Quinn scout ahead, they spot a few lizard-like creature. Unnoticed, the group is able to sneak up and kill the pair of troglodytes with ease.

Upon investigation a make-shift gate, the group is cannon-balled by a large brown bear, which runs past the group and into an adjacent tunnel. Ash stalks behind the bear, and finds that the tunnel reaches out to the surface.

The group investigate further into the cave system, and come upon the Glitterhame. A great cavern that is glimmering with faint phosphorescence. The cavern floor is covered with glowing fungus, that the group discover is harmless.


The group follow a flight of carved stone stairs that lead up to the western ledge of the Glitterhame. Beyond the ledge they discover a large cave adorned with a couple dozen large stone sepulchers. They reason that these must be the final resting place for Durgeddin’s tribe. They loot the tombs and return to the Glitterhame.

As they venture along the northern edge of the large cave, they notice a creature lurking within a rockfall.

Restrained Grick
Session 14

The adventurers are confronted by a pair of gricks hidden in a rockfall. Xanath quickly casts entangle, keeping the gricks immobile. The group then proceeds to hack, slash and thorn whip the gricks to death. The commotion garners the attention of 4 troglodytes that aggressively rush in to do battle with the adventurers. grick.png
The group take down the threat, but Ash is poisoned in the process. Anakis discovers she has an app for that, and rids Ash’s ailment with a jar of Melf’s Acid Arrow.
The group then investigate the Glitterhame and find a sturdy iron door with Durregedin’s Rune on it. They notice that there is a lock on the door and decide to see if they can recover the key. They explore toward a small cavern of rushing water. Ash investigates the cavern and notices the rushing river ends in a waterfall, that falls 60’ in to a pool below. Ash decides to dive into the pool, and Grisduin follows by repelling himself down with his rope. Grisduin’s grip fails and he falls into the pool. Both are starting to be swept away, but are able to recover and pull themselves out onto the river bank as the rest of the group meet them, using the much easier stairs they found.
Quin investigates some old storerooms of the dwarves that the orcs did not raid. Any supplies in these rooms have expired long ago. Just as Quin and Ash investigate the furthest room, the rest of the party start to notice movement in the center of the room they occupy.

Ashes to Ashes, Dust to Dust
Session 15

The adventurers do battle with an ooze hidden within the rotting supplies of the Dwarf stronghold. They quell the threat, and Anakis takes a few samples of the ooze.
A search of the storerooms finds nothing of value and Quin decides to adventure forth through a small cave. The cave opens up to a greater cave which houses a fast moving river.
Quin discovers more storerooms, but these are submerged in 5 feet of stagnant water. She wades through the water and discovers a corpse in a far corner. Lying near the corpse is a potion of water breathing and a potion of invisibility.
As Quin reports back, Ash decides to take point and crosses the river via a rough stairway in a cave that passes over the river. On the other side, Ash is distracted by a fish flopping on the shore of a small alcove across the river. Peeking his interest, Ash decides to lasso a rope around one of the larger stalagmites to create a crossing.
As he does, a single large eye opens in the center of the stalagmite, and a whip like appendage grapples the Tabaxi and pulls him across the river. The rest of the group rush in to do battle with what the group assume to be a Roper Monster. As the tendrils of the monster grab and throw the adventures about the cave and into the river, Ash finds himself in great peril as the Roper reveals it’s maw, full of jagged teeth.
The group struggle to free Ash from the Roper, and Ash is eventually consumed inside the the gullet of the monstrosity. The despair of loosing their friend angers the group, as they hack, slash and throw any and all magic they have at the enemy, until the Roper is eventually motionless, as it’s mouth sags and it’s single eye closes.
Grisduin, now distrait with grief, cuts through the stone-like skin of the roper, pulling out the limp, lifeless body of his compatriot. Ash lies, dead on the cold, wet cavern floor. Sadness sinks deep into the gut of the adventurers.
Grisduin sits cross legged in front of the body of the tabaxi, and enters a trance, searching his mind for what to do next. Suddenly, the familiar voice of his Goddess, Eilistraee speaks two words.
“Heal him.”
Gris snaps back into the present, and notices his chrysalis is now a caterpillar, glowing a vivid, but pale blue colour. Grisduin places the caterpillar on the corpse of his friend. Instantly, the caterpillar starts entombing the tabaxi in a silvery silk thread. The group sits back and watches in amazement as the body of Ashes of the Moon is eventually completely cocooned.
The group spend the next few hours standing vigil over cocoon, without much words spoken, or sleep taken. Until, Grisduin, notices a warm blue glow from within the cocoon. Then movement within, then a claw, cutting through the silken threads, as Ashes, clean and naked emerges from the cocoon, his eyes no longer dark and starry, but pale and blue, yet as lively as ever before.
The group retell the story of the fight to their resurrected friend, and ask questions to the Tabaxi.
With the events behind them, the group decide to push on, finding the key to the Dwarven Door on the corpse of a dwarf locked away in a prison cell.
They return to the Glitterhame, but decide to check a cave that they had missed previously before unlocking the door.
Quin enters a fungus filled room, and discovers 2 corpse riddled with fungus. Anakis identifies the fungus as highly toxic.
Xanath then enters the room, and unleashes a fiery fury onto the fungus, scorching the cave clelan. Quin then picks up 2 daggers that one of the corpse was gripping, The daggers are decorated with intricately carved vines, one of a rusty orange and the other a lively green. As Quin picks up the dagger, Grisduin notices his sword, Winter’s Chill, start to glow a cold blue on the back edge of the blade. The dagger’s are marked with Durgeddin’s Rune, the same mark as on Gris’ sword, the same mark given to them by Wilderem and the same mark emblazoned on the dwarven door in the Glitterhame.

Entering the Foundry
Session 16

The adventurers decide to open the dwarven door at the end of the Glitterhame. They try the key they found in the prison and the door opens to a hallway that leads to a flight of stairs. Upon climbing the stairs, the group find an octagonal room with 3 large statues of dwarves and 2 doors. Cautiously they investigate the room and find a secret door behind one of the statues. They open the door and Grisduin heads up the stairs, but triggers a Magic Mouth Alarm.
forge.jpgThe group decide to press on and come into a great dwarven hall lined with intricately carved pillars, but the beauty if lost by the graffiti of the raiding orcs. Upon entering the room they see a cooking fire surrounded by bedrolls, as a threatening voice tells them to turn back.
Ash tries to reason with the voice, but the invisible assailants attack.
The group are now in combat with duergar that have established themselves in Durgeddin’s halls. They quickly take care of the threat, and decide to explore, starting with a chamber that is behind the Dias.
The chambers behind contain more duergar, that the group does battle with. They come upon what they assume to be Durgeddin’s personal chamber, but find nothing of value there.
The group returns to the great hall and decide to investigate the sound of metal work coming from the southern chambers. They enter the chambers and discover 3 duergar working on forges. They surprise attack the workers and easily dispose of the group.

The Desecrated Shrine
Session 17

The adventurers find themselves in what they can think is Durgeddin’s Forge. They follow the river and see that it ends in a large crevasse, with the water falling deep into the darkness below.
Xanath decides to swim upstream through an underwater river. He comes out in a large cavern to which he much later discerns to be the liar of the roper they defeated not long ago.
The group decides to head back into the main hall. Quin ventures down a set of stairs and discovers the kitchens of the dwarf tribe. As she investigates the room, she is assaulted by an animated table. The group rushes to Quin’s aid, and Gris and Ash hack and scratch the table to pieces.table.jpg
The group then decide to investigate other rooms off of the main chamber. They enter into a shrine to the dwarven gods, a place of worship for Durgeddin’s clan. The chamber has been desecrated by the orcs. They notice the decomposing body of a dwarf in fine plate armor lying upon the alter. The dead body of an orc lies directly in front of the alter, and their is a large scattering of bones around the alter. As Grisduin approaches the alter, the orc corpse animates into a wight. The large remains reconstruct into skeletal forms of ogres. The group does battle with the undead, and eventually quell the threat. They find the orc wight’s longsword to bare the mark of the smith, as well as the dwarf’s plate armor.
They also discover the bodies of 2 adventurers that have fallen to the wight, and quickly loot them.
Feeling beaten, the group decide to barricade themselves in the shrine. Hours pass, but eventually Quin notices a duergar materialising in the corner of the room. He starts questioning the group.
The duergar tells the group that the body of the dwarf is Durgeddin’s, as this room was the place of his final stand. The duergar also tells the group of a dragon that lives underneath the Foundry, and guides them to his leader. The duergar quickly discovers that the adventurers have done away with the rest of his clan. The group then threatens the duergar to tell them how to best get to the dragon. He tells them of a way to get to the other side of the chasm, where a chain ladder will take you to the bottom of the hole. He warns the group that the halls are haunted by the ghost of the mage of Durgeddin’s clan.