The Sunless Six

Into the Rotting
1st of Uktar

The group reach the town of Scorchridge late in the afternoon. The town looks desolate and empty. The rain is falling hard from dark skies above as the group make to the nearest inn to seek refuge.
Upon entering they are greeted an empty pub, save for the proprietor, a half-orc man named Edwont. He is pleased to see the group since business has not been good since the Cassalanters have decided to shut themselves into their manor. People have went to investigate the manor, but no one has come back. The town has been on edge because people are starting to disappear, especially after nightfall.
The group say their are here to find out what is going on, as Ash drops a nice sack of gold for Edwont to stay the night. He is happy to finally have paying customers.
The group decide to rest for the night. Anakis is roused by a very soothing voice suggesting she come to him. She ‘sees’ the vision of a very handsome man beckoning her. She rises from her slumber and starts to make her way out of the room as Quin sees this. She questions the teifling, who seems to be in a sleepwalking state. Ash, taking watch, sees this odd behaviour and alerts the others as he moves to block the doorway that Anakis is heading towards.
The group finally snap Anakis from her sleepwalk as they hear a ruckus outside on the street. Ash peers out into the rainy muddy streets to see 2 vampires in combat with an elf. The Sunless Six exit onto the street to aid the elf. By the time the entire group get to the street, the vampires do not stand a chance, as they are felled. Anakis proceeds to stake the vampires with her Acacia Stake, turning their bodies into ashes. They then approach the Elf, who identifies himself as Perriguis, the vampire hunter. He is curious of the weapons the group wield, specifically Anakis’ Acacia Stake and Quin’s Soninblade. The group tell Perri they found them in the depths of the Sunless Citadel. Perri berates the group for disturbing the site and halfhandedly blames them for the release of the vampire Guilthias back onto the world. He tells the group that he believed the vampire has infected the Cassalanter and taken up residence in their manor. His suspicions were right, and the group just killed the vampiric versions of Victoro and Ammelia Cassalanter. Perri says he finds it suiting that the group should be aiding him in destroying Guilthias, as they were the ones to break the vampire’s containment in the tree of the Citadel. Brushing off Perri’s comments, the group decide to head up to the Manor in the morning with Perri to see if the vampire they are looking for does indeed reside there.
The Sunless Six wake the next day to a hearty meal prepared by Edwont and his wife Lyali. Edwont greets the group good luck and hopes to see them return soon. The day is a heavy overcast, with a thick mist running through the streets as they group make their way through town and up to the Cassalanter Manor on the top of the hill.
They investigate the ground and come to the conclusion that entering through the front is their best option. As Ash moves to threshold of the mansion, he is attacked by arrows on either side. He quickly pushes open the door to reveal a small entrance chamber with 2 suits of armor on either side. The armor animates and moves to attack the Tabaxi as the rest of the group make their way through the arrow gauntlet to aid their ally. They fell the armor, and move to enter further into the liar of the vampire.

Strength Regained
30th of Marpenoth

The Sunless Six clean up the bar after the battle between Aesino and his thugs. They strip the assailants of their remains, and decide to burn the body of Quin’s father, to completely rid the world of his vile treachery.
Accompanied by Ash, Grisduin returns to visit his children in the newly renovated Promenade of the Dark Maiden. Grisduin asked his daughter to perform the ritual to regrow his arm. After a few days the pair return to Waterdeep.
Meanwhile, Anakis, Quin and Xanath are busy selling their loot that has been building up in the bag of holding. They return with a king’s ransom. The group then spend the rest of their time relaxing and browsing the shops in Waterdeep as they await word from Wilderem’s contact.
Grisduin returns to Woopedu, to learn more on the black smithing trade from Halwreck. He returns the now unneeded magical pauldron to Wilderem. Appreciating the gesture, the Wizard moves some enchantment to a bow and gifts it back to the drow.
By the end of the tenday, the group reconvene at Trollskull Manor. Stubbs gives the group a sealed letter. The letter is from Wilderem’s contact, a vampire hunter named Perriguis. The letter states that Perri had tracked down a vampire he believes to be Gulthias to a town called Scorchridge. He included a map on how to reach the town.
The Sunless Six, feeling well rested, decide to hit the road in search of Scorchridge to meet up with the vampire hunter.

Anakis' Heritage found, Quin's heritage destroyed
21st day of Marpenoth

Confronted in the Feywild by Willow, the group questioned the Dryad. Willow reveals the importance of The Grandmother Tree and how it ties into Anakis’ heritage as a decendant of Dydd the Druid. She explains the souls trapped in the weapons are there to help seal the Dragon Ashardalon into hell after The Battle of Moonshae Atoll. She also explains that the Wizard Keraptis was instrumental in defeating the dragon, and was a longtime ally of Dydd.
The group then teleport back to Woopedu via Wilderem’s teleportation device. Caution about the wizard, they share a tense conversation, until Wilderem opens up and reveals the truth, that he was in fact an apprentice of Keraptis. He discovered that his master was one of many false Keraptis’, a long line of Wizards that got so caught up in the original Keraptis’ works that they began to believe themselves as being the Wizard himself. Learning this, Wilderem was cautious to not falling down the rabbit hole many of his predecessors had.
He decided to seal the Wizard’s dungeon in White Plume Mountain, and was shocked to receive the note about acquiring the legendary weapons. Glad the Sunless Six were able to retrieve the items before they fell into the wrong hands, Wilderem, along with the group decided to split the weapons, Wilderem sealing Whelm away in a magical locker in his shop. He encouraged to find a good place for the other 2 weapons to hide. Wilderem then suggests the group meet an ally of his in Waterdeep.
The Sunless Six teleport to Stubbs’ bar, Trollskull Manor. They meet their old friend, and begin to catch up. Stubbs introduces the group to a bard that has been singing in his bars, attracting more customers in. The bard leaves, but returns with 2 other very intimidating people, a half orc and a beefy human woman carrying a longsword.
Quin, suspicious of the newcomers, sees the bard signaling the toughs. Before they can get up to attack, Quin moves and attacks the bard. A fight ensues, as another combatant enters into the bar. The group quickly recognizes the man as a burn scared Aesino Silenta, father of Quin and once ally to Ash. They battle on, eventually felling the assassin and getting revenge for the death of Quin’s mother and Ash’s monastery.

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.

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.

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.

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.

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.

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.

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.