Cabbage Soup and World War

Intermission 1: Temple Time
Just Temple Time, Not Temple Of Time

Having successfully rescued (some) miners, The Party found themselves in a gigantic underground temple. The temple was multi-leveled, with stone arches carved into the bare stone walls. On an altar set in the back middle of the temple, the party found a large chest containing an enormous amount of plain metal rings. The Party tried on a set of rings that were laid out on the altar. Once the rings were on, an archway behind the altar opened up to a bright, glowing light. Seeing no other exit, The Party stepped through the archway and ended up back at the entrance of the “middle” mine.

The Party makes their way back to Lujahn, and report their findings back to Elminster. Some time later, as The Party recovers in Lujahn (having been made honorary citizens and being gifted houses), Elminster joins them to reveal the news that he had gathered.

Firstly, the war with Thay had not started well for the good guys. Thay was quickly able to conquer the countries of Mulhorand, Unther, Thesk, the Hordelands, and the Pirate Isles. Also, the long thought lost country of Anauroch had once again banded together, allied themselves with Thay, and conquered the country of Sembia. Thay’s network of footholds in many other countries had allowed them to put pressure in many other places, even if they hadn’t yet conquered them.

Elminster, however, had only managed to loosely band together the countries of Aglarond and Cormry. While both of those countries had substantial resources and manpower, they would not be able to last long against the combined strength of Thay and Anauroch.

Secondly, Elminster informed The Party that he had been able to identify the temple that they had discovered. It is a temple to the god Shaundakul; a very old deity that had lost some of his former glory over the years. In fact, all temples to Shaundakul were thought lost. Shaundakul is the god of travel, and Elminster was able to find a group of clerics that still worshiped Shaundakul. These clerics (Linka, Albie, Jolan, Orm, Thaav, and Ilde) were brought to Lujahn to oversee the temple.

Elminster tells The Party that he is still putting together some plans, and that they should hold tight until he gives them their next task.

Adventure 5: The Mines of Lujahn
Scary Mines Are The New Hotness

The Party is able to travel back to the town of Lujahn in relative safety. Once there, they are hastened into a meeting with Elminster. Elminster informs the party that after the assassination of Szass and the rest of the Tharches, Thay launched themselves into was with the entire rest of Faerun.

Many years ago, after the last time Thay rose up and tried to conquer many of their neighbors, the government of Thay turned their interests more towards commerce instead of war. Being a country ruled by wizards, they were able to produce magical items unmatched by any other company. These magical items were in high demand, and came at a high cost. Thay was willing to allow their items to be sold cheaper and in greater volume if the country in question would cede a small parcel of land in each city to be sovereign to Thay. Thay would control the land and sell their products from this area. Such was the demand for Thayan artifacts that many countries across Faerun agreed to their steep costs, leading to Thay having a foothold in many places across the continent.

Elminster tells The Party that he must leave and gauge the efforts of many countries to see where they stand in the war against Thay. Elminster is determined to use the town of Lujahn as his base of operations in the war. In order to do so, he asks The Party to help reopen the mines of Lujahn, as the precious metals contained within would help bolster the war efforts.

The Party meets up with Busil, a dwarven miner who explains the mining situation to The Party. The “left” and “right” mines are both up and running again, but the “middle” mine has been an issue. A mining party of eight miners plus a militia search party of six had gone missing. The Party is asked to enter the “middle” mine and try to rescue any that may still be alive and address any issues that is keeping the mine from being reopened.

Busil leads the party into the “middle” mine. As they descend deeper into the mine, the run into a number of obstacles that threaten their lives. These include deep lurking monsters and puzzles. The Party is able to locate three surviving miners and send them back up to the surface. As they delve deeper into the mine, the unknowingly pass three tests that allow them to travel into a secret temple that was buried well underneath the mountain are of Lujahn.

Adventure 4: Riot at Amruthar
Because Of Course They Would Start A Riot

After leaving Niadon’s camp, The Party follows the stone shipment north on the Clearwater River, eventually arriving in the Thayan city of Amruthar. While Thay had never been the most welcoming to outsiders, The Party is able to walk freely through the town. The Party can tell that tensions are running high through all the townsfolk, but are not able to find out why.

While wondering through town, Eruantien notices a former cohort of his, Lurek. Lurek was once a member of the Aglarondian army, but was caught in a skirmish with a Thayan army, captured, and made a slave. To top it off he also lost an arm in the fighting. Not letting that deter him, he started to organize the other slaves in Amruthar to prepare for a revolt. He also informs The Party that all the stone from Mulhorand is going north, and that security is extremely tight up that way. Lurek asks The Party to help with the revolt so they can take this information to Aglarond.

The next morning, The Party awakens to the news that Szass Tam and the other Tharches have been murdered in a coup. In response the city of Amruthar shut the gates and was allowing no one in or out of the city. Lurek meets with the party to let them know that the revolt will be starting soon and that The Party will know the signal.

Later that day, The Party hears an enormous explosion that sends the Amruthar city guard into panic. Using this distraction, The Party meets up with Lurek and starts helping with the slave revolts. Lurek gives them four targets to hit; the slave quarters, the armory, the barracks, and the wizard tower. The Party chooses to focus their efforts on the barracks and the wizard tower, cutting down quite a few of the city guardsmen.

The Party eventually reaches the gatehouse on the outskirts of the city. They, along with other members of the revolt, are able to overpower the guards and open the gates of the city. All told less than half the slaves are able to escape the city; a huge but necessary price to pay for freedom.

The Party makes their way east to the border between Thay and Aglarond. They do not meet any resistance, assuming that most of the Thayan army is tied up in the ongoing coup. The Party is able to travel to the capitol city of Aglarond, Valprintalar, and arrange a meeting with the Queen of Aglarond, the Simbul. The Simbul listens intently to The Party’s story, and send them back to the town of Lujahn in haste to meet with Elminster.

Adventure 3: Raid on Dacasson Niadon's Camp
In Which The Party Becomes Serial Poisoners

In Skuld, The Party stays at The Bear’s House Inn, ran by former adventurer Wilmand Ames. They make some inquires about their next destination, Ganathwood. From what they learn it’s a rather harmless woods in the north of Mulhorand. The Clearwater River splits the woods, and The Party decides to follow it north to the location of Niadon’s camp.

As The Party makes their way to the camp, they are attacked by a group of goblins. After successfully dispatching the goblins, The Party eventually arrives at Niadon’s camp. There they meet four human male guards that are in charge of the camp between shipments; Denton, Merek, Cadwyn, and Rupert, who is in charge.

The guards take time to make sure the perimeter is secure, allowing The Party time to take in their surroundings. The find what they assume is Niadon’s tent, but before they have a chance to check it out the camp guards return. Rupert invites The Party to join them for the night. While Rupert and the rest of the guards are preparing dinner, The Party notices that there are Drakeness plants around the camp. Vagn knows that when Drakeness is ground up and ingested, it can become a powerful sleep inducer.

Deciding that he can eyeball the extremely small amount difference between sleepiness and death, Vagn spikes the guards drinks with Drakeness. Shortly thereafter, the four guards all fall into a deep sleep. This allows The Party time to investigate Niadon’s tent. While they don’t find much information, they do find out the the stone shipments go north on the Clearwater. This can only lead to one of two places: Thay or the Endless Waste.

The next day all four guards wake up, slightly worse for wear but still alive. Chalking it up to partying a bit to hard, the guards bid The Party farewell. The Party leaves and travels north on the Clearwater, deciding to follow it to Thay.

Adventure 2: Mission to Mulhorand
Ether...and Other Stories

The Party travels back to Glidenglade, and are shortly thereafter asked by Elminster to travel to the country of Mulhorand, specifically the capital city Skuld. Before they depart, Tuck decides to retrieve some of his property from the jail that had been confiscated from him by the local authority, led by XXXX. Tuck, forgoing the advantage of being theify and it being nighttime, decides that his best plan of action is to start a bar fight, getting himself and his mark tossed in to jail. Having successfully accomplished this, Tuck then escapes from his jail cell and retrieves his property. The Party meets up and leaves for Skuld.

In Skuld, The Party was tasked with investigating the Mulhorand Mining and Stone Company. Elminster had learned that they were transporting an unusual amount of cut stone to the north; in particular Elminster was wanting to know if it was going to the wizard magocracy of Thay. Thay had a tendency to be quite belligerent to their neighbors (and the whole world, actually), so any suspicious activity piqued the interest of Elminster.

The Party arrived at Mulhorand Mining and Stone (MMS), posing as potential customers. E poses as the buyer, Vagn as the stone expert, and Tuck as…somebody else. They meet with Ardel, the manager of MMS, and Jemrick, who is the foreman of the company. While they are able to see the layout of MMS, security is tight and The Party is not able to see into any of the warehouses, especially the biggest one. After letting Ardel know that they need to think over their potential purchase, The Party leaves to discuss some light breaking and entering.

The Party decides to wait for night to break in to MMS, and while they wait decide to concoct some viscous ether that they can use on the unsuspecting guards. In the dead of night, The Party successfully manages to sneak into MMS. There they make their way into the main offices, finding documents signed by Darcasson Niadon in relation to a huge order of stone. This stone is sent north, to Ganathwood, where it is then handled by Niadon’s men. Tuck is able to make a reasonable copy of the document, which he leaves while he takes the original.

A guard or two gets ethered, being spared their lives but left with some amazingly terrible headaches. The Party manages to get into the large warehouse where they find vast amounts of stone that are being treated with runes. Vagn is unable to decipher what exactly the runes are, but manages to make an extremely poor copy of one before they leave.

The Party successfully ex-filtrates from MMS with little to no incident. The next day the make their way into Skuld proper to plan their next steps.

Adventure 1: Cabbage Soup of Infamy
The Cabbage Soup Meant Nothing

Eruantien Alan (henceforth know as E-Man or just E), Tuck Smallborough, and Vagn Stoneshard (collectively known as The Party) were gathered in Gildenglade by Elminster. Tuck and Vagn are locals in Gildenglade, while E-Man is an apprentice to Elminster. The Party were tasked to deliver a scroll to an old acquaintance of Elminster, Ostrick.

The Party traveled northwest to Ostrick’s secluded house. They were waylaid by bandits, but overcame them and continued on after some odd antics from Tuck. Once they arrived at Ostrick’s home, Ostrick invited them in after some tense conversation. Ostrick and Elminster have never been on the best of terms (as is the way of powerful wizards), but Ostrick agreed to review the document that The Party was tasked to deliver. The Party was disheartened to discover that the document they delivered was nothing more than a recipe for Elminster’s famed cabbage soup.

Ostrick, however, understood the message behind the message, and knew that Elminster had implanted the true message in E’s head. Ostrick, not revealing what the true message was (as is the way of powerful wizards), asks The Party to travel northwest to the town of Lujahn. Ostrick had looked over the small town, but had not heard from anyone there in quite awhile.

The Party traversed through the mountainous area to the northeast, eventually reaching the outskirts of Lujahn. As The Party made their way to the town, the found that the local populace was…odd. While they were not forthcoming with any information, they also were not hostile. All they could get was that The Party would need to speak with Dama, apparently the leader of Lujahn.

The Party made their way to Dama’s residence (creepily surrounded by the local populace), and were accosted by some of his more loyal followers. The Party managed to fight their way into Dama’s inner sanctum, where they faced the man themselves. The Party successfully overcame the wizard in a hard fight.

The Party made their way outside, prepared for the wanton slaughter of the townsfolk. However once they got to the patio, they found that the people of Lujahn looked as if they were coming out of a daze. The Party was treated as heroes and asked to speak to the freed townsfolk. E stepped up and delivered what will go down in history as one of the worst speeches ever delivered; impressive given his extreme charisma. Thankfully the town, rejoicing their recent freedom from enthrallment, shrugged off the terrible speech and celebrated the heroes anyway.

The Party was given lodging by Crenz, the owner of Lujahn’s only inn (The Crossroads Inn). Being saviors, they enjoy the limelight until Elminster arrives in the town. He informs the group that Dama was a lower level wizard for the country of Thay, and that it would have almost been impossible for him to enslave an entire town by himself..

The Party, after enjoying the hero role in Lujahn, eventually makes their return to Gildenglade. They stop by Ostrick’s place and let them know what happened in Lujahn. Ostrick does not thank them, assuming that him asking them to help was thanks enough (as is the way of powerful wizards).

The Party arrives in Gildenglade, and returns to their homes. The calm does not last, as Elminster again joins them together for another adventure.


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